Entice. The Black-eyed Person targets one humanoid creature it can see within 5 feet of it. If the target can see the Black-eyed Person, they must make a DC 15 Charisma saving throw or be charmed. A creature charmed this way views the Black-eyed Person as an intimate partner, protecting them in any way they feel is appropriate. This effect lasts for 24 hours, or until the Black-eyed Person dies.
Aura of Terror. Any creature that starts its turn within 20 feet and is not enticed by the Black-eyed Person may be forced to make a DC 15 Charisma saving throw unless the Black-eyed Person is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, they are immune to the Black-eyed Person's aura of terror for the next 24 hours.
Forbiddance. The Black-eyed Person can't enter a residence without an invitation from one of the occupants.
Innate Spellcasting. The Black-eyed Person's innate spellcasting ability is Charisma (spell save DC 15). The Black-eyed Person can innately cast the following spells, requiring no material components:
At will: levitate, minor illusion, chill touch
3/day each: major image, ray of enfeeblement, witch bolt
1/week each: planeshift, dream
Multiattack. The Black-eyed Person makes two attacks: two with its claws or one with its claws and one spell.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage and become poisoned for 1 minute.
Description
The Black-eyed People
The Black-Eyed People are beings from the Negative Plane. While they look humanoid, they have solid black eyes, wear dark hooded clothes, avoid all eye contact, and seem to disappear when approached. They delight in enticing mortals to follow them back to their home plane. Those who do go with them are twisted over time into one of them. The victim's mind is slowly bent to the ways of the Black-Eyed People whose only goal is to bring more mortals into their realm. There is no knowledge that exists pertaining to the origin of these beings, only that they exist.
Manipulators. Black-eyed People can change their appearance to the preferences of their intended victims. Once invited into their home, they'll visit them once per day, slowly draining them of their strength to fight against their control. This will continue for weeks until the control is established, after which they planeshift into their realm with their victim. The victim will begin to transform into a Black-eyed Person as long as they remain. Unless returned within 24 hours, the transformation will become permanent.
Empathic Villains. Occasionally, a Black-eyed Person will begin to feel an attachment to a specific victim. The sinister nature of the Black-eyed People is one of fear. They will watch this person throughout weeks or months, learning all they can, even delving into their dreams. Often, they'll pretend to be a courteous passerby or a friendly guard just to have some interaction with them. Eventually, they'll be direct, never hiding their nature or intent. If outright rejected, they will continue to stalk their victim until publicly exposed as a Black-eyed Person and driven out. Even if this is the case, they'll never harm this individual.
Cruel Combatants. If pushed into defending itself, the Black-eyed Person will use its charms to sway combatants to its side before using its claws to hack viciously at the source of danger. If attacked by a group, they'll attack its leader or controller before harming the rest and only if necessary. If near death and unable to escape, it will use planeshift to return home if able. If they do escape, they'll take revenge on those that harmed it by haunting their dreams and use those that it charms to attack them. The Black-eyed People prefer to pull the strings at a distance.
Previous Versions
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1/27/2020 11:46:44 AM
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7/31/2020 11:04:16 AM
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