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Ocularia Trancer




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.'


Occularia trancers claim to be the grand hag’s favorite children. There may be some truth to this as they inherited a connection to the nightmare realm from their matron as well as the ability to force somnolence upon prey from their unwilling sire. However, they do not visit the tormented dreams of those around them. Rather, trancers pull those dreamt phantasmagorias into reality, Like a real dream, these nightmare vistas cannot cause harm. Though they often obfuscate very real dangers the trancers are all too happy to see victims fall into. They often use these terrible visions to hide their kin laying in wait with pistols and rifles, or to trap stagecoaches in gullies or drive them off cliffs. Trancers also throw parties for their kin, creating gothic landscapes that the occularia adore.

Ocularia Trancer

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

Senses darkvision 60 ft., passive Perception 13

Languages Common, Sylvan

Challenge 6 (2,300 XP)

Keen Sight.

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

Ethereal Jaunt.

As a bonus action, the ocularia can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Ethereal Sight.

The ocularia can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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 Slumber.

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 fall asleep 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.

Nightmare World (1/day).

The ocularia makes the natural terrain in a 150-foot cube in range look, sound, and smell like a horrific landscape. Thus, open fields or a road can be made to resemble a field of bleeding doll heads, a spider-web-strewn forest, a bottomless crevasse, or some fear-inducing terrain. A pond can be made to seem like a pool of blood, a precipice like a massive, disembodied jaw, or a rock-strewn gully like a burning pathway into Hell. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.


This effect lasts for up to one hour. Whenever a non-ocularia creature begins its turn within the area of effect it must succeed on a DC 14 Charisma save or suffer disadvantage on all attack rolls and ability checks until the beginning of its next turn. A creature carefully examining the illusion can attempt an Intelligence (Investigation) DC 14 to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

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