Special Trait Name. Gibberish
The VSCO girl babbles incoherently about sea turtles while she can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the VSCO girl and can hear the gibberish must succeed on a DC 10 Wisdom saving throw. On a failure, the target cannot take reactions until the start of its next turn. On a 1 to 4, the target does nothing. On a 5 or 6, the target takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the target moves toward a randomly determined creature and begins talking about puffins or killer whales. In essence, the target becomes a VSCO girl or e-boy for one round. The e-boy utters "I'm not like other girls."
Action Name. Devour Intellect. The VSCO girl targets all creatures who can hear her within 10 feet that have a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is struck dumb until they regain at least one point of Intelligence, either from holding a yoga pose for one hour or from a lesser restoration spell. Further, intelligence can be regained at a rate of one point per hour by engaging in various yoga poses.
May remove the metal straw from her latte or Frappuccino to attack as either a ranged weapon (by blowing through the straw) or as a melee attack.
Weapon (metal straw), Uncommon
Treat as dart with a reservoir that hold poisons.
This weapon has 1d6+4 charges (max 10).
When you hit with a ranged attack using this weapon, expend 1 charge. The target of the attack must succeed on a DC 13 CON saving throw or take 1d4 poison damage and be poisoned for 1 minute.
Injection: As an action you may make a melee attack with this weapon as if it had the finesse property. If the attack hits expend all remaining charges; for each charge expended the target takes 1d4 poison damage and is poisoned for 1 minute; if the target succeeds with a DC 13 CON save they take half damage and are not poisoned.
This weapon regains 2d4+2 if you spend 1 minutes and a latte or Frappuccino to refill.
Overused Expression. The VSCO girl utters "sksksk and I oop" or "what a mood" and the creature that damaged her momentarily "just can't with this girl." The creature must make a Intelligence saving throw. It takes 2d10 psychic damage on a failed save, or half as much damage on a successful one.
This reaction can only be used once a day.
Description
Typically appearing as a young female with a messy pony tail and very infrequently as a young male with a man-bun. The VSCO girl or e-boy can be recognized by their scrunchies and signature Hydroflasks. Often they can be seen wearing slide on Vans or Birkenstock sandals, shorts and overlarge t-shirts. These monsters appear to be harmless; hanging out in taverns or coffee shops, either reading or staring into small black rectangular devises with lighted screens.
VSCO girls are extremely dangerous, as their general stupidity is stored in the glands of their mouth and is released as a lethal toxin doing psychic damage. The toxin lays dormant, however, until a VSCO girl is threatened she makes her trademark expression and the toxin is released damaging her attacker.
Lair and Lair Actions
Coffee taverns, especially Ye Ole Starbucks. The VSCO girl or, more uncommonly the e-boy, can be found either solitary or roaming in packs.
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