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Ocularia Abater




From the shoulders down there is nothing remarkable about the average occularia compared to other humanoids. Their bodies would be mistaken for that of an elf’s, lithe and angular. One might be suspicious as to the origins of bumpy, bruised patches on their elbows and knees, Or maybe the fact that their fingers and toes are uniform in length. It is the occularia’s head which casts it as a different evolutionary path than other humanoids. Some even believe that these strange kin are actually aberrations. Given the nest of eye-stalks the occularia have instead of hair, their sharp teeth, and only skin where eyes would normally be in the face, this is not a difficult conclusion to come to. However, it is an inaccurate one. Despite their dark origins, the occularia are a humanoid race, capable of reproduction through normal means, though a great deal are still dreamed into being. Their origin point is the tortured nightmares of a floating, one-eyed terror kept perpetually sleeping by a nighthag sculpting its dreams into her ‘children’. Each occularia has a single great ‘eye’ of their own. This spectral peeper manifests within their unhinged mouth whenever one of the nightmare borne uses their unique 'gift.'


Speed Freak.There is nothing the abater loves more than going fast, whether in horseback, in quickdraws, or in romantic entanglements. To them, life is too short not to squeeze every second out of it, so much so they steal those seconds from unwilling victims. Each time an abater brings inertia to a foe, it gains a small burst of speed. This heady rush pushes abaters to all manner of rash actions hoping conflict will ensue. Other occularia think the abaters are reckless, but also secretly envy their ability to live in the moment. Often, abaters will pose as gunfighters or drug-peddlers depending on their vice of choice. Along with enticers they are the ones that interact with normal humandids the most.

Ocularia Abater

Medium humanoid (Ocularia), neutral evil

Armor Class 15 (studded leather)

Hit Points 119 (14d8 + 56)

Speed 30ft

Str 11 Dex 16 Con 18 Int 16 Wis 10 Cha 17

Saving Throws Int +5, Wis +4

Skills Perception +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities restrained

Senses darkvision 60 ft., passive Perception 14

Languages Common, Sylvan

Challenge 6 (2,300 XP)

Keen Sight.

The ocularia has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance.

The ocularia has advantage on saving throws against spells and other magical effects.

Sleepless.

The ocularia does not need to sleep and is immune to magical effects that forces it to sleep.

Actions

Multiattack.

The ocularia makes two attacks, only one of which can be a spit attack.

Dagger.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Revolver.

Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 12 (2d8+3) piercing damage.

Spit Lethargy.

Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 8 (1d8+4) psychic damage. In addition, the creature must succeed on a DC 14 Wisdom saving throw or its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. At the start of each of its turns, an affected creature repeats this save, the effecting on success. If subsequent saves are failed, the creature takes 4 (1d8) psychic damage.

Reactions

Pilfered Speed:

If a creature hit with the ocularia's Spit attack and fails it save, the ocularia may use it's reaction to gain supernatural alacrity. Their speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This effect lasts as long as that creature remains under the effects of Spit Lethargy.

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