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Ocularia Carrier




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.'


Even the ocularia need a method to get around and while traveling on food or via horseback can be done, sometimes a rapid strike and exit is called for. That is where ocularia carriers come in. These aberrant souls are tuned into the fundamental forces of magic and can bend those forces to their twisted will. Not only can they tear open portals from one place to another, but they can assault foes with an invisible, crushing energy. While caught in this arcane vortex, the victims are battered by hundreds of little pokes every second, breaking their skin, flesh, bones and being bit by tiny bit in a matter of minutes. Carriers tend to be the most methodical of their kin, often being bandit ringleaders, heist planners, and battlefield strategists. While more powerful ocularia exist, they listen to the wise - if sometimes convoluted - counsel that the carriers give for the carriers understand the ebb and flows of reality better than most.

Ocularia Carrier

Medium humanoid (Ocularia), neutral evil

Armor Class 14 (studded leather)

Hit Points 102 (12d8 + 48)

Speed 30ft

Str 11 Dex 15 Con 18 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 restrained

Senses darkvision 60 ft., passive Perception 14

Languages Common, Sylvan

Challenge 6 (2,300 XP)

Innate Spellcasting.

The ocularia's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


3/day each: dimension door

1/day each: teleportation circle

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 Pulverize.

Ranged Spell Attack: +6 to hit, range 30/90 ft., one target. Hit: 7 (1d8+3) force damage. In addition, the creature must succeed on a DC 14 Strength saving throw or be knocked back 15ft and fall prone. 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) force damage and is restrained.

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