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Ocularia Slayer




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.'


Death comes for all creatures, even the ocularia. The slayers among them know this more than most. Raise from a young age around the dead and dying, slayers become numb to the suffering of others. Oddly, though, they do not come to enjoy it as others of their kin do. Instead, they view death as a necessity and in a way a gift they grant others. A gift others should be grateful for. This attitude is further supported by the slayers’ grimmest duty; killing other ocularia. Whenever a flawed ocularia is dreamt into being, the slayer is charged with ending their ‘cursed’ state. They are also sent after any ocularia which leave the ‘family’. No one is sure what would happen if a slayer was sent after a slayer. This has yet to happen as the slayers find such joy in their work.

Ocularia Slayer

Medium humanoid (Ocularia), neutral evil

Armor Class 15 (studded leather)

Hit Points 135 (18d8 + 54)

Speed 30ft

Str 11 Dex 16 Con 16 Int 18 Wis 14 Cha 20

Saving Throws Int +8, Wis +6

Skills Perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic

Senses darkvision 60 ft., passive Perception 16

Languages Common, Sylvan

Challenge 9 (5,000 XP)

Keen Sight.

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

Magic Resistance.

The ocularia has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The ocularia's weapon attacks are magical.

Sleepless.

The ocularia does not need to sleep and is immune to magical effects that forces it to sleep.

Actions

Multiattack.

The ocularia makes three attacks, only one of which can be a spit attack.

Dagger.

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Revolver.

Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 13 (2d8+4) piercing damage.

Spit Necrosis.

Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 18 (1d8) necrotic damage. In addition, the creature must succeed on a DC 15 Constitution save or be unable to regain hit points for the next minute. At the end of each of its turns, an affected creature may repeat this save with the effect ending on success. On failure, the creature takes 4 (1d8) necrotic damage. If a creature's hit points are reduced to 0 by this damage, it dies.

Reactions

Foment Rot.

If a creature that the ocularia can see within 30ft fails its save against Spit Necrosis at the end of its turn, the ocularia may use its reaction to intensify the putrification of the creature's body. The creature is Poisoned until the end of its next turn. If the creature is already Poisoned, it gains a 1 level of Exhaustion instead.

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