Skip to main content

Holloweyes




Legendary Grinning Herald


Whether wearing a mortal guise or in its true form the first thing one notices about a grinning herald is its smile. When pretending to be a fleeting thing the fey's grin is warm, charming, almost entrancing. When showing its true colors the herald’s mouth stretches painfully wide, its pearly teeth large, flat, but holding a cleaver's edge. The fey has corpse-gray skin pulled thin over its bony body and jet-black eyes within sunken sockets. Even in its horrid form, the fey is beguiling in its intensity. Their barrel chests don’t match the rest of their scarecrow physique..

Blind Fury. Blinded after daring to spy on the Lord of Invisible Blades while the archfey was bathing, Holloweyes’ isn’t an apt description for this grinning herald, though. His sockets aren’t empty but filled with direfly hives that stretch deep into his body without doing a lick of harm. When in human form, though, the illusion of empty holes settles in that he covers with a blindfold. Holloweyes has taken this maiming in stride and even learned to master blindness as a weapon to use against others. Through magical means he robs them of sight temporarily. He has also made an ally of the foul insects within him, the swarm serving as a familiar or a stop-gap attack when he empties them all out of his skull.

Holloweyes

Medium Fey, lawful evil

Armor Class 14

Hit Points 135 (18d8 + 54)

Speed 30ft

Str 12 Dex 18 Con 16 Int 16 Wis 14 Cha 19

Saves Con +6 Cha +7

SkillsDeception +7, Perception +5, Persuasion +7

Condition Immunities blinded charmed

Damage Resistances lighting, thunder, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silver

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15

Languages sylvan, all humanoid.

Challenge 6 (2,300 XP)

Direfly Nest.

Holloweyes has a swarm of direflies as a familiar. The swarm gains all the benefits of being a familiar as per the spell Find Familiar. In addition, the swarm can enter the feys's square and enter its body, gaining full cover when doing so. If the swarm is reduced to 0 hit points it can be resummoned by Holloweyes after a short rest.

Magic Resistances:

The Grinning Herald has advantage on saving throws against spells or other magical effects.

Innate Spellcasting:

The Grinning Herald's spellcasting ability is Charisma (spell save DC 15). The Grinning Herald can innately cast the following spells, requiring no material components:

At Will: Bane, Bless, Chaos Bolt, Charm Person

2/day each: Crown of Madness, Heroism, Plane Shift (self only)

Actions

Bite.

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10+4) slashing damage.

Direfly Sting

Direfly Sting. Ranged Weapon Attack: +7 to hit, reach 30/60 ft., one target. Hit: 15 (2d10+4) psychic damage.

Change Shape.

The creature magically polymorphs into a Small or Medium humanoid, or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts back to its true form if it dies or uses its bite attack.

Horn of Marrow (Recharge 5-6).

The Grinning Herald ushers a bone-jarring bellow in a 15-ft cone. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 24 (7d6) thunder damage and is pushed 10ft away from the Grinning Herald on a failed save before falling prone. On success the creature takes half as much damage, is not pushed back and does not fall prone.

Reactions

Hollow Eyes can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Holloweyes regains spent legendary actions at the start of its turn.


Bite (1 point).

Holloweyes makes a bite attack.

Consume Sight (1 Point).

Hollow eyes targets a creature it can see within 60ft and assaults its eyes with direflies. The creature must succeed on a DC 14 Consitution save or be Blinded until the end of its next turn.

Outpour (2 points).

Holloweyes empties his body of direflies. All creatures within 10ft of the fey must suceed on a DC 15 Charisma save or take 11 (2d10) psychic damage. Holloweyes cannot move on his next turn as the direflies flow back into him.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

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) ...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...