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Ocularia Calcifier




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.'


Solitary. Every calcifier bears a chalky, almost dead hue to their skin which often has them mistaken for undead. They don't like being around other humanoids, even their kin, finding them too loud for their tastes. Too loud can include just merely breathing. To this end, many calicifers become solitary creatures roaming the frontiers of occularia territory keeping an eye out for threats. Those that live in settlements often dwell along the edges and hang in the shadowed corners of saloons or outside under an awning. In a fight, they pick off targets at the edges of the conflict, letting other occularia engage directly. Oddly, calcifiers loath gorgons and medusa more than many other creatures in creation. Something about their forms utterly disgusts the occularia and they strive to wipe them from existence.

Ocularia Calcifier

Medium humanoid (Ocularia), neutral evil

Armor Class 16 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 30ft

Str 11 Dex 14 Con 14 Int 16 Wis 10 Cha 17

Saving Throws Int +6, Wis +3

Skills Perception +3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities paralyzed, petrified

Senses darkvision 60 ft., passive Perception 13

Languages Common, Sylvan

Challenge 5 (1,800 XP)

Keen Sight.

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

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: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Revolver.

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8+2) piercing damage.

Spit Fossilization.

Ranged Spell Attack: +6 to hit, range 30/90 ft., one target. Hit: 7 (1d8+3) psychic damage. In addition, the creature must succeed on a DC 14 Wisdom saving throw or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.

Spit Numbness.

Ranged Spell Attack: +6 to hit, range 30/90 ft., one target. Hit: 7 (1d8+3) psychic damage. In addition, the creature must succeed on a DC 14 Wisdom saving throw or be paralyzed for the next minute. At the end 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.

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