Watcher Drone
Tiny • Construct • Unaligned
Armor Class 13
Hit Points 7 (3d4)
Speed 30 ft., climb 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 4 (-3) | 12 (+1) | 10 (+0) | 3 (-4) | 10 (+0) | 1 (-5) |
Skills Perception +4, Stealth +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 14
Languages understands the languages of its creator but can't speak
CR 1/8 (XP 25; PB +2)

Familiar. The drone can serve another creature as a familiar.
Proximity Sensor. The drone can see invisible creatures within 15 feet of it.
Spider Climb. The drone can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The drone doesn't require air, drink, food, or sleep.
ACTIONS
Disturb Senses. Ranged Spell Attack: +2, range 30 feet. Hit: 2 (1d4) psychic damage, and the target has disadvantage on its next attack roll.
Projection. The drone casts minor image, using Wisdom as the spellcasting ability.
Watcher Drone
Tiny • Construct • Unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft., climb 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 10 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 1 (-5) |
Skills Perception +4, Stealth +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft., passive Perception 14
Languages understands the languages of its creator but can't speak
CR 0 (XP 10; PB +2)

Familiar. The drone can serve another creature as a familiar.
Spider Climb. The drone can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The drone doesn't require air, drink, food, or sleep.
ACTIONS
Projection. The drone casts minor image, using Wisdom as the spellcasting ability.
Watcher Drone
Tiny • Construct • Unaligned
Armor Class 14
Hit Points 24 (7d4 + 7)
Speed 30 ft., climb 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 12 (+1) | 4 (-3) | 14 (+2) | 1 (-5) |
Saving Throws Dex +4
Skills Perception +6, Stealth +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft., passive Perception 16
Languages understands the languages of its creator but can't speak
CR 1 (XP 200; PB +2)

Familiar. The drone can serve another creature as a familiar.
Proximity Sensor. The drone can see invisible creatures within 30 feet of it.
Spider Climb. The drone can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The drone doesn't require air, drink, food, or sleep.
ACTIONS
Disturb Senses. Ranged Spell Attack: +4, range 30 feet. Hit: 10 (3d6) psychic damage, and the target has disadvantage on its next attack roll.
Projection. The drone casts minor image, using Wisdom as the spellcasting ability.
QUICK REFERENCE
Habitat
- Found in arcane laboratories, wizard towers, and construct-guarded dungeons
- Often patrols narrow corridors, ceilings, and tight spaces where larger constructs can’t fit
- Used to monitor forbidden chambers, vaults, and magical experiment rooms
Behavior
- Moves in smooth, silent motions, stopping abruptly to scan with its glowing eye
- Maintains fixed patrol routes but deviates immediately when detecting unusual motion or magic, perfectly obedient and keeping watch without rest
- Keeps distance from creatures it observes, circling them like a curious mechanical spider, knowing it is not designed for combat
Information (Intelligence Check)
- DC 11 Perception: Watcher drones are simple scouts designed for surveillance, not combat
- DC 13 Investigation: The drone can distort senses, focusing on support rather than causing physical harm
- DC 15 Survival: By clearly focusing on it, one can more easily detect the rhythmic clacking coming usually from above at the ceiling or walls
Combat
- Avoids combat if possible and instead flees and warns about intruders using its Projection to hide or "close off" vents and similar
- Uses its Spider Climb to stay out of melee range, clinging to ceilings or walls while firing its Disturb Senses attack
- If forced to fight, it prioritizes targets that it can easily affect with Disturb Senses to make them miss big swings
Loot Ideas
- Intact arcane sensor lens usable to cast see invisibility once
- Lenses can be used to build magnifying glasses or similar devices
- Finely crafted mechanical components are highly sought after by tinkerers and artificers
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
