Skip to main content

Ocularia Enticer




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.'


Charmers

Enticers are charged with recruiting allies and brokering deals among non-occularia. They can either mystically attract others, or repel them depending on what gullet-eye they choose to use. Most enticers are reluctant to do so, as it reveals their true nature and that makes social matters a might difficult. To that end, enticers often wear dark sunglasses, wide-brimmed hats, and wigs to obscure their unnatural features. Still, a careful observer will note eyes peeking their hair, or slithering from beneath a hat’s lip. Enticers like to be loved as much as they are feared, and feared as much as they are loved. Many take lovers among other species and drive the poor souls to a beautiful destruction.

Ocularia Enticer

Medium humanoid (Ocularia), neutral evil

Armor Class 14 (studded leather)

Hit Points 75 (10d8 + 30)

Speed 30ft

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

Saving Throws Int +6, Wis +3

Skills Perception +3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened

Sensesdarkvision 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 Beguilement.

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 charmed by the ocularia for 1 hour, or until an ocularia harms the creature.

Spit Dread.

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 frightened of the ocularia 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.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...