Evil Eye. As a free action at the beginning of his turn, Gragg can look intensely at a creature and designate it as the recipient of his curse. That creature is affected as by a bane spell, with no saving throw, until the end of its next turn.
Surely You Noticed the Eye. Gragg is a Feydark Cyclops from a completely different edition of the cosmos. He has True Sight 30' and a +10 bonus to his Perception skill (including his Passive Perception).
Did you Notice the Ears? Gragg isn't even of the Giant creature type. He's a kind of Fey. But since he has one eye and is twelve feet tall, and says he's a cyclops, that's what everyone calls him. He has met "normal" cyclopes and he didn't like them. They thought he was puny until he subjugated them with his evil eye and told them to get the hells out of his sight.
Note that these actions reflect Gragg's arena fighting style; he owns scale armor and an oversized battleaxe, but does not use them in show matches.
Multiattack. Gragg makes two theatrical punch attacks or one theatrical punch attack and one dramatic kick attack.
Theatrical Punch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 6) bludgeoning damage. A target may choose to take no damage and be knocked back 10 feet instead.
Dramatic Knee. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 6) bludgeoning damage, and a Large or smaller creature must choose whether to fall prone or be knocked back 10 feet. If the knee is a critical hit, it deals no extra damage, but the target is both knocked back 10 feet and knocked prone.
Powerful Glare. Gragg focuses his entire will through his eye and inflicts a baleful effect on a creature within 30 feet. The creature must immediately choose whether to fall prone or to take 33 (3d12+12) psychic damage. If the creature is already prone, it can still avoid the damage by choosing to be stunned until the end of its next turn.
The Eye Sees All. Gragg knocks an incoming ranged or ranged spell attack out of the air with a burst of purple-white light from his eye. If it's a projectile, it's disintegrated; if it's a thrown weapon, it is knocked to the ground. If it's a spell, it is countered without the need for any kind of check. Gragg will not use this ability except to save his life, as he's trying to hide it.
Description
Gragg is not like the cyclopes of this world in any way save his single eye, but he says all of his people are like him where he comes from. He is barely two-thirds the height of a "normal" cyclops, but is actually stronger and tougher than they are, with bones as dense as lead and gray skin like an elephant's hide. Though not incredibly intelligent, he is smarter than "normal" cyclopes as well, and comes from a cultured background.
He says he was a guard in an underground palace in something called "the Feydark," which he says is "under the Feywild," and that he was pursuing fugitives through tunnels that "crossed the Old Paths," getting lost and eventually emerging from a noble's hedge maze, incredibly confused, in Crescendo a few years ago. He was not hostile and was immediately invited to do some arena fighting, which he enjoyed and excelled at, becoming a major attraction within weeks. Since then he has been looking forward to this year's Acromion Brawl. If he wins, he intends to demand that Lord Acromion fund his return to the Feywild...
Gragg speaks common, elven, undercommon, and giant, all with a strange accent and very flowery, dramatic diction and phrasing. This makes him an even more excellent arena performer.
There are several things that Gragg is not telling anyone at this time.
Most people are unaware that he has Truesight, and he prefers not to give that away, lest someone powerful take an interest in him or attempt to enslave him. He'd rather be a weird, but useless, curiosity than a test subject in a lab somewhere. He's seen some laboratories in his time...
He understands and speaks several more languages thanks to magical teachings in his home caverns; he knows Sylvan, Dwarf, Gnome, and Draconic... though everyone sounds "simple and weird" to him.
When he says he was "following some fugitives" this is literally true, but not the whole truth. He wasn't pursuing escaped prisoners or anything like that- he was fleeing the collapse of his former masters' under-mountain kingdom, and he was trying to catch up with the adventurers who had collapsed it, hoping to work for them. He had wrestled some of them in the guards' recreation cave and recognized that they would be much better employers than the mad, sadistic Fomorians.
He actually reached the Feywild the first year he was in this realm, and discovered that there's apparently more than one Feywild. The rabbits who helped him get there had no idea what he was talking about, but thanked him for the gold and left. He wandered for a bit, growing increasingly angry and confused, and couldn't find anyone who could take him to his "real home," so he got someone to take him back here. He'll reveal this only when he has to-- for example, if he wins the Brawl and gets to ask a major and expensive favor from someone who has the ear of the Psychogenic Academy.
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