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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.

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