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<blockquote data-quote="GreatestHonor" data-source="post: 9214180" data-attributes="member: 7042229"><p>All-seeing daemon that watches over Daurell Caverns. While resembling a flan in appearance, the hecteyes lacks the former's resistance to physical and elemental attacks while possessing the unique ability to project spectral energy, indicating the similarities are only skin deep.</p><p></p><p><strong>Hecteyes WIP</strong></p><p><em>Large Abberation (Daemon), Chaotic Evil</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 6</p><p><strong>Hit Points</strong> 26 (4d8 + 4)</p><p><strong>Speed</strong> 10 ft.</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>3 (-4)</td><td>12 (+1)</td><td>1 (-5)</td><td>10 (+0)</td><td>1 (-5)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Condition Immunities </strong>blinded, charmed, deafened, exhaustion, frightened, prone</p><p><strong>Senses</strong> darkvision 60 ft., truesight 30 ft., passive perception 10</p><p><strong>Languages</strong> ——</p><p><strong>Challenge</strong> 1/8 (25 XP) <strong>Proficiency Bonus</strong> +2</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Aversion to Sunlight.</em></strong> If the hecteyes starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the hecteyes’ Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.</p><p></p><p><strong><em>Daemonic Attacks.</em></strong> Whenever the hecteyes deals damage against another creature other than another daemon, that creature must succeed on a DC 11 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell <em>lesser restoration</em> or similar magic.</p><p></p><p><strong><em>One Hundred Eyes.</em></strong> The hecteyes has advantage and a +5 bonus to Wisdom (Perception) checks that rely on sight.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The hecteyes makes one <em>Slam</em> and one <em>Eyebeam</em> attack.</p><p></p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit.</em> 5 (1d10) bludgeoning damage.</p><p></p><p><strong>Eyebeam.</strong> The hecteyes unleashes a beam from one of its eyes in 90-foot line, 60-foot cone, or a 45-foot sphere centered on the hecteyes. All creatures, other than a hecteyes, must succeed on a DC 10 Dexterity saving throw. If a creature fails this saving throw it must make a DC 10 Wisdom saving throw at the start of each of its turns or move in a random direction, determined by rolling a d8 and consulting the table below.</p><p></p><p>1 - North</p><p>2 - Northeast</p><p>3 - East</p><p>4 - Southeast</p><p>5 - South</p><p>6 - Southwest</p><p>7 - West</p><p>8 - Nothwest</p><p></p><p><strong><em>Flash (Recharge 5-6).</em></strong> All creatures within 90 feet of the hecteyes that can see it must succeed a DC 10 Dexterity save to avert heir eyes (surprised creatures automatically fail). On a failed save, the creature is blinded for 1 minute.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9214180, member: 7042229"] All-seeing daemon that watches over Daurell Caverns. While resembling a flan in appearance, the hecteyes lacks the former's resistance to physical and elemental attacks while possessing the unique ability to project spectral energy, indicating the similarities are only skin deep. [B]Hecteyes WIP[/B] [I]Large Abberation (Daemon), Chaotic Evil[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 6 [B]Hit Points[/B] 26 (4d8 + 4) [B]Speed[/B] 10 ft. [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]10 (+0)[/TD] [TD]3 (-4)[/TD] [TD]12 (+1)[/TD] [TD]1 (-5)[/TD] [TD]10 (+0)[/TD] [TD]1 (-5)[/TD] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Condition Immunities [/B]blinded, charmed, deafened, exhaustion, frightened, prone [B]Senses[/B] darkvision 60 ft., truesight 30 ft., passive perception 10 [B]Languages[/B] —— [B]Challenge[/B] 1/8 (25 XP) [B]Proficiency Bonus[/B] +2 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Aversion to Sunlight.[/I][/B] If the hecteyes starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the hecteyes’ Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. [B][I]Daemonic Attacks.[/I][/B] Whenever the hecteyes deals damage against another creature other than another daemon, that creature must succeed on a DC 11 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell [I]lesser restoration[/I] or similar magic. [B][I]One Hundred Eyes.[/I][/B] The hecteyes has advantage and a +5 bonus to Wisdom (Perception) checks that rely on sight. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The hecteyes makes one [I]Slam[/I] and one [I]Eyebeam[/I] attack. [I][B]Slam.[/B][/I] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit.[/I] 5 (1d10) bludgeoning damage. [B]Eyebeam.[/B] The hecteyes unleashes a beam from one of its eyes in 90-foot line, 60-foot cone, or a 45-foot sphere centered on the hecteyes. All creatures, other than a hecteyes, must succeed on a DC 10 Dexterity saving throw. If a creature fails this saving throw it must make a DC 10 Wisdom saving throw at the start of each of its turns or move in a random direction, determined by rolling a d8 and consulting the table below. 1 - North 2 - Northeast 3 - East 4 - Southeast 5 - South 6 - Southwest 7 - West 8 - Nothwest [B][I]Flash (Recharge 5-6).[/I][/B] All creatures within 90 feet of the hecteyes that can see it must succeed a DC 10 Dexterity save to avert heir eyes (surprised creatures automatically fail). On a failed save, the creature is blinded for 1 minute. [/QUOTE]
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