Standing Leap. Geedis' long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Hypnotic Gaze. When a creature that can see Geedis' eyes starts its turn within 30 feet of Geedis, it can force the creature to make a DC 11 Wisdom saving throw if Geedis isn't incapacitated and can see the creature. On a failed save, the creature becomes charmed for the duration. While charmed by Geedis, the creature is incapacitated and has a speed of 0.
The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Geedis until the start of its next turn, when it can avert its eyes again. If the creature looks at Geedis in the meantime, it must immediately make the save.
Multiattack. Geedis makes two attacks: one with it's horns and one slam attack.
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Description
A creature of unknown origin who's home plane has been lost to time.
YES! TY. Made mine an auto healer druid gnomeish creature