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

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...