Mod | Save | ||
---|---|---|---|
STR | 22 | +6 | +10 |
DEX | 14 | +2 | +2 |
CON | 20 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 5 | -3 | -3 |
WIS | 16 | +3 | +3 |
CHA | 14 | +2 | +6 |
Sunlight Weakness. While in sunlight, the abberant gazer has Disadvantage on D20 Tests. While exposed to Bright Sunlight for the first time on a turn or starting it's turn exposed to it, the abberant gazer must succeed on a DC 15 Constitution saving throw or have the Blinded, Invisible, and Stunned conditions for as long as it remains in the light.
Shadow Spawn. While in Dim Light or Darkness, the abberant gazer has Resistance to damage that isn't Force, Psychic, or Radiant. It can also move through a space as narrow as 5 feet without expending extra movement to do so.
Multiattack. The aberrant gazer makes two Slam attacks, and uses either Paralyzing Light or Glimmer of Home.
Slam. Melee Weapon Attack: +10 to hit, reach 30 ft., 1 target. Hit: 15 (2d8 + 6) Bludgeonning damage, and if the target is Large or smaller, it has the Grappled condition from one of two giant shadowy hands (escape DC 18), and it has the Restrained condition and moves with the gazer until the grapple ends.
Paralyzing Light. Wisdom saving throw, DC 17, every creature in a 150-foot Cone, or in a 300-foot-long, 5-foot-wide Line (mimicking the form of the light from projector eyes), Failure : The creature has the Stunned condition for up to 1 minute, takes damage, or until it no longer is in the light of the aberrant gazer's eyes. It can repeat the save at the end of each of it's turns, ending the condition on a success.
Glimmer Of Home (Recharge 5-6). The abberant gazer brings a creature it is currently Grappling close to it's face, bathing it in the light of it's eyes, and shows it visions of it's home : the far realm. Wisdom saving throw, DC 17, Failure : 45 (10d8) Psychic damage and the creature is cursed. While cursed this way, the creature is Charmed by all Aberrations and view them as poor souls lost and in terrible need to go home. It also makes vivid dreams that would be considered terrible nightmares by others, having visions of what the far realm is truly like, but finds that it brings them a sens of familiarity and comfort, eventually feeling homesick about the plane. Success : Half damage only.
Shadow Stealth. While in Dim Light or Darkness, the abberant gazer takes the Hide action with Advantage.
Projector Eyes. The abberant gazer eyes emits a Bright light in a 150-foot Cone, or in a 300-foot-long, 5-foot-wide Line (aberrant gazer's choice), or it turns off that light.
Description
The aberrant gazers are elusive extremely shadowy humanoids creatures of gigantic proportions, easily reaching 80 feet in height. Their body is very thin and appears malnourished, a trait hard to notice due to their vaporous nature and pitch black color of their entire body, at the exception of the two large glowing eyes that adorn a featureless face and can emit a bright light if needed.
Theses creatures are from the far realm, and somehow ended up on the material plane, they only wish one thing : to seek assistance. Sadly for them and everyone else, they are paralyzed by sunlight and turn invisible in it, making them only able to seek help at night. From the perspective of night time travelers, they only see a set of bright lights floating in the air, which quickly locks onto them and are followed by quick raspy breaths and heavy steps. To the gazer's dismay they of course run away, forcing it to stun the poor folks so it can try to communicate with them : showing them vision of the home it so dearly wishes to return to, which being the farm realm, is deadly for the mind of mere mortal.
"Rumors speak of lights that sometime cross fields and roads, gazing upon the streets of towns now void of any kind of nightlife, and abducting anyone foolish enough to step outside unprotected by the light of the sun. The fools are quickly spotted and lifted into the darkness for but a brief moment, but when they reappear, only an intact but very much dead body is ever retrieved. "Avoid the light at all cost" became a rule every inhabitant of the region follows religiously, and an advice universally given to travelers and adventurers passing through. But one must wonder... what are theses lights ? Where do they come from ? Are they looking for something, or someone ?"
DCR 12 - OCR 12
Round 1 & 2 : Paralyzing Light + Slam x2; or Slam x2 + Glimmer of Home
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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9/5/2021 1:25:15 PM
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12
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4
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3/9/2023 11:30:40 PM
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101
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13
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3/9/2023 11:40:00 PM
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97
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0
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10/11/2023 7:58:52 PM
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123
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2
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4/7/2025 8:22:14 PM
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146
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8
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4/9/2025 1:41:36 PM
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145
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0
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5/17/2025 11:03:40 PM
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151
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0
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Coming Soon
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