Monster I’d Like to Fight: Witness

Monster I'd Like to Fight: Witness

The witness is an alien entity from the realms beyond, where grotesque horrors emerge daily. It has three lanky arms, each ending in three fingers with long, sickly green nails. Its mouth, located beneath its abdomen, features a web of fine, hanging tentacles. Remarkably perceptive, the witness has no visible eyes; instead, a massive brain fills its abdominal cavity, enabling it to interact with the world psychically.

Driven by an insatiable hunger for knowledge, witnesses seek to know more than any other being, from minor secrets to grand histories. They extract information directly from the minds of their victims. Floating through the air, a witness will swoop down on a creature, grasping it with its arms to insert the victim’s head into its abdomen. The tentacles then penetrate the skull, making direct contact with the brain. If the victim is deemed intelligent, the witness probes its mind for knowledge. If not, the creature is released to plumet to the ground.

Witnesses typically make their lairs in mountainous regions, favoring areas with sharp, jagged rocks reminiscent of their home realm. They impale their victims on these rocks as trophies, occasionally leaving some alive to revisit and drain their thoughts further.

Encountering a single witness is rare, as they are highly territorial and solitary. Two witnesses will not tolerate each other’s presence, leading to inevitable conflict until one perishes.

Communicating with a witness is a harrowing experience, as it floods the mind with information. Only the most intelligent beings should attempt this, and even they must be wary not to become the next victim.

Witness

Large Aberration, Typically Neutral Evil


Armor Class 16 (natural armor)

Hit Points 146 (24d10 + 14)

Speed 0 ft., fly 60 ft. (hover)

STRDEXCONINTWISCHA
16 (+3)12 (+1)17 (+3)23 (+6)18 (+4)20 (+5)

Saving Throws Int +9, Wis +8, Cha +9

Skills Insight +12, Perception +12, Persuasion +9

Damage Resistances psychic

Condition Immunities blinded, charmed, frightened

Senses blindsight 120 ft. (can’t see beyond this radius), passive Perception 22

Languages all, telepathy 120 ft.

Challenge  9 (5,000 XP)

Proficiency Bonus +4


Deathburst. When the witness dies, it releases a wave of psychic energy. Each creature within 15 feet of it must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage. On a successful save, a creature’s proficiency bonus is increased by 1 for 1 hour.

Flyby. The witness doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Magic Resistance. The witness has advantage on saving throws against spells and other magical effects.

Actions


Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is Large or smaller, it has the grappled condition (escape DC 16). Until the grapple ends, the target has the restrained condition, and the witness can’t use Grasp on another target.

Probe. The witness probe’s the mind of a creature grappled by it. The creature must make a DC 16 Wisdom saving throw, taking 44 (8d10) psychic damage on a failed save, or half as much damage on a successful one. A creature with an Intelligence score of 15 or higher has advantage on the saving throw.

Bonus Actions


Communicate. The witness telepathically communicates to a creature within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or take 11 (2d10) psychic damage. A creature with an Intelligence score of 15 or higher automatically succeeds.

Detect. The witness makes a Wisdom (Perception) check.

Downloads

Further Reading

Take a look at the mind harvester and ulthalid for more creatures from the realms beyond.

If you’re looking to add more psychic-ness to your game, check out the esper class.

Imagery created with Midjourney.

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