Keen Sight and Smell: Zoey has advantage on Wisdom (Perception) checks that rely on sight or smell.
Multiattack: Zoey makes three attacks: one with her beak and two with her claws.
Beak: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10+6) piercing damage.
Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d6+6) slashing damage.
Innate Spellcasting (Psionics): Zoey's innate spellcasting ability is Wisdom (spell save DC 17). She can innately cast the following spells, requiring no material components:
- At will: Detect Thoughts, Mage Hand, Minor Illusion
- 3/day each: Dispel Magic, Fear, Telekinesis
- 1/day each: Dominate Monster, Teleport
Other Actions
Psychic Screech (Recharge 5-6): Zoey emits a piercing screech infused with psychic energy. Each creature within 30 feet of Zoey must make a DC 18 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also stunned until the end of their next turn.
Wing Buffet: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d6+6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Telekinetic Grasp: Zoey uses her telekinetic ability to attempt to grapple a creature within 60 feet. The target must succeed on a DC 18 Strength saving throw or be restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Blast (Recharge 5-6): Zoey emits a blast of psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 36 (8d8) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day): If Zoey fails a saving throw, she can choose to succeed instead.
Zoey 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. Zoey regains spent legendary actions at the start of her turn.
- Detect: Zoey makes a Wisdom (Perception) check.
- Wing Attack (Costs 2 Actions): Zoey beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 15 (2d6+6) bludgeoning damage and be knocked prone. Zoey can then fly up to half her flying speed.
- Psychic Pulse (Costs 3 Actions): Zoey emits a wave of psychic energy. Each creature within 30 feet of her must make a DC 18 Intelligence saving throw or take 22 (4d10) psychic damage.
Description
Zoey was still an egg when Eckhart killed her parents. Born into slavery, she was raised and paraded as a circus attraction in the Festival of Monsters. Zoey does not care much for Humans - preferring individuals that are seen as "odd" to Humans. She took a strong liking to Elutrice and her green skin, as she was the only person who had ever been nice to her.
After Tyranis arrived and healed her, she has now grown attached to him. Although she is still apprehensive, it will take time for a relationship with Tyranis or The Six to blossom. In the meantime, she will stay with them.
Zoey was transformed the moment she stepped into Duskgrove Wood, a mystical forest imbued with primal psychic energies. As she ventured deeper into the wood, these energies washed over her, reshaping her form and awakening her mind. No longer a mere beast, Zoey gained the ability to speak and hear, her consciousness expanding with newfound psychic powers.
She grew large, majestic wings that allowed her to soar above the treetops, becoming a guardian of the forest from the skies. Her transformation was no accident; Zoey was chosen by an ancient entity known as The Dreamer, what for? No one knows.... The Dreamer bestowed upon her the title of Bahoo - Chosen of The Dreamer, a protector and sentinel of these sacred lands.
Now, Zoey the Ascended stands as a formidable force within Duskgrove Wood, defending it from any who would seek to harm or exploit its natural wonders. Her enhanced abilities and psychic prowess make her a beacon of the Dreamer's will, ensuring the forest remains a sanctuary for all who respect its ancient power.
Previous Versions
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6/22/2024 1:35:57 AM
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Coming Soon
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