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<blockquote data-quote="Faolyn" data-source="post: 8682991" data-attributes="member: 6915329"><p>The next monster is the <strong>oculon</strong>, and it’s yet another guardian-type of construct. They’re more intelligent than a typical guardian-née-golem, and they can shoot <em>magic missiles</em> out their eye<em>, </em>but there’s not actually all that much special about them. So why am I converting them? Because a couple of years ago, for reasons that entirely escape me, I drew one. In color. Maybe I was testing out my art app. I can’t recall. But I’m converting this for the sole purpose of showing off my rare color artwork.</p><p></p><p>The oculon does have a fairly disturbing twist to it, however.</p><p></p><p>FYI, I'm taking tomorrow off because I have a ton of writing I need to do today.</p><p></p><p>[ATTACH=full]252748[/ATTACH]</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Oculon</strong></span></span></p><p>Oculons are weird constructs made of a combination of once-living material and magical chemicals. Standing around four feet tall at the shoulder, oculons have a roughly humanoid shape but could never be mistaken for one. Its arms are long, flexible flippers and its short legs resemble those of an elephant’s. Their neck is actually an eyestalk. It’s as long as the rest of their body and ends in a single, very large human-like eye. Their thick, purple-gray hide covers a boneless body, giving them both amazing flexibility and a great deal of protection from attacks.</p><p></p><p><strong><em>Clever Creations.</em></strong> Surprisingly intelligent, oculons are loyal to their creators but also quite good at adapted their commands and operating on their own. Despite their lumpy, awkward shape and flipper-shaped hands, they are also surprisingly agile and dexterous; their coloration allows them to blend in with the shadows, and they are able to slip out of nearly any restraint with ease. Part of the process of making an occulon requires using the brain of a thief and the eye of a beholder, which is what gives them their remarkable abilities.</p><p></p><p><strong><em>Adept Combatants.</em></strong> Although they are usually made to be assistants and simple laborers, oculons are also decent at battle. They have a knack for striking from hiding and with incredible precision, and they can also fire <em>magic missiles </em>from their oversized eye.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Oculons are constructs designed to be servants and bodyguards and are very loyal to their creators. Their rubbery-skinned bodies have no bones, leaving occulons extremely pliable and resistant to impact weapons.</p><p></p><p><strong>DC 15.</strong> An oculon’s powerful eye can fire bolts of magical force identical to a <em>magic missile.</em> They are more intelligent than a typical guardian and are capable of using tactics and interpreting their orders.</p><p></p><p><strong>DC 20.</strong> One of the reagents used to make an oculon is the brain of a humanoid thief. The thief’s mind and roguish abilities remains intact within the oculon, but its mind and emotions are flattened and it has been mind-controlled into to be loyal.</p><p></p><p><strong><span style="font-size: 18px">Oculon Encounters</span></strong></p><p><strong>CR 4-5</strong> 1 oculon, 1 oculon and 1-2 apprentice mages</p><p><strong><em>Treasure:</em></strong> jeweled collar (150 gp), <em>potion of healing, </em>spellbook, <em>spell scroll of identify.</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Known thieves, cutpurses, and burglars have gone missing; when their corpses are found, they are missing their brains or heads.</p><p>2. Round, flat footprints.</p><p>3. With a DC 15 Investigation check, a hidden stash of coins and cheap but shiny trinkets, carefully hidden.</p><p>4. The sound of distant zapping. With a DC 13 Arcana check, it sounds like a <em>magic missile</em> being fired.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Guarding an area, attacking trespassers on sight.</p><p>3. Carrying boxes of laboratory equipment and vials of chemicals. If the chemicals are dropped, the vials shatter and a puddle of noxious liquid fills a 5-foot square. A creature that ends its turn in the liquid takes 2 (1d4) acid or poison damage (Narrator’s choice).</p><p>4. While in hiding, makes a Sleight of Hand roll and attempts to pick a character’s pocket.</p><p>5. Hiding under furniture in the form of a flat puddle.</p><p>6. Stationary; only attacks if intruders take certain forbidden instructions.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Oculon</span></span></strong></p><p><strong>Medium construct</strong></p><p>Challenge 4 (1,100 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 53 (7d8+21; bloodied 26hp)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 8 (-1) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> X (-3)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +2, Sleight of Hand +4 (<em>+</em>1d4), Stealth +4 (<em>+1d4)</em></p><p><strong>Damage Resistances</strong> damage from nonmagical, nonadamantine piercing or slashing weapons.</p><p><strong>Damage Immunities</strong> bludgeoning; poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, rattled, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 12</p><p><strong>Languages</strong> understands the languages of its creators and Thieves’ Cant but doesn’t speak</p><p><strong><em>Constructed Nature.</em></strong> The oculon doesn’t require air, sustenance, or sleep.</p><p><strong><em>Immutable Form.</em></strong> The oculon is immune to effects that would alter its form.</p><p><strong><em>Magic Resistance. </em></strong>The oculon has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Malleable.</em></strong> The oculon can move through a space as narrow as 1 foot wide without squeezing. Additionally, it can stretch its neck up to 10 feet, or flatten its body into a circle 5 feet in diameter and 1 foot high. While flattened like this, the oculon’s speed is reduced to 20 feet. The occulon also has advantage on saving throws and checks to escape grapples and restraints.</p><p><strong><em>Slippery. </em></strong>The occulon has advantage on Dexterity (Acrobatics) checks made to escape restraints and end grapples.</p><p><strong><em>Sneak Attack (1/Turn).</em></strong> The occulon deals an extra 14 (4d6) damage when it hits with its slam attack while it has advantage on the attack, or when the oculon’s target is within 5 feet of an ally of the oculon while the oculuon doesn’t have disadvantage on the attack.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The oculon makes two slam attacks.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+4, reach 10 ft., one target. <em>Hit: </em>6 (1d8+2) bludgeoning damage.</p><p><strong><em>Magic Eye (Recharge 6). </em></strong>The oculon fires six bolts of magical force and one to six targets within 120 feet of it. Each bolt automatically hits and inflicts 3 (1d4+1) force damage</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Shadow Stealth. </em></strong>While in dim light or darkness, the oculon can take the Disengage or Hide action.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>The oculon begins combat by using a sneak attack whenever possible, then hiding in the shadows. They will then use their magic eye from hiding before stealthing again in order to use another sneak attack.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8682991, member: 6915329"] The next monster is the [B]oculon[/B], and it’s yet another guardian-type of construct. They’re more intelligent than a typical guardian-née-golem, and they can shoot [I]magic missiles[/I] out their eye[I], [/I]but there’s not actually all that much special about them. So why am I converting them? Because a couple of years ago, for reasons that entirely escape me, I drew one. In color. Maybe I was testing out my art app. I can’t recall. But I’m converting this for the sole purpose of showing off my rare color artwork. The oculon does have a fairly disturbing twist to it, however. FYI, I'm taking tomorrow off because I have a ton of writing I need to do today. [ATTACH type="full" width="400px" alt="1657050231540.png"]252748[/ATTACH] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Oculon[/B][/SIZE][/COLOR] Oculons are weird constructs made of a combination of once-living material and magical chemicals. Standing around four feet tall at the shoulder, oculons have a roughly humanoid shape but could never be mistaken for one. Its arms are long, flexible flippers and its short legs resemble those of an elephant’s. Their neck is actually an eyestalk. It’s as long as the rest of their body and ends in a single, very large human-like eye. Their thick, purple-gray hide covers a boneless body, giving them both amazing flexibility and a great deal of protection from attacks. [B][I]Clever Creations.[/I][/B] Surprisingly intelligent, oculons are loyal to their creators but also quite good at adapted their commands and operating on their own. Despite their lumpy, awkward shape and flipper-shaped hands, they are also surprisingly agile and dexterous; their coloration allows them to blend in with the shadows, and they are able to slip out of nearly any restraint with ease. Part of the process of making an occulon requires using the brain of a thief and the eye of a beholder, which is what gives them their remarkable abilities. [B][I]Adept Combatants.[/I][/B] Although they are usually made to be assistants and simple laborers, oculons are also decent at battle. They have a knack for striking from hiding and with incredible precision, and they can also fire [I]magic missiles [/I]from their oversized eye. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Oculons are constructs designed to be servants and bodyguards and are very loyal to their creators. Their rubbery-skinned bodies have no bones, leaving occulons extremely pliable and resistant to impact weapons. [B]DC 15.[/B] An oculon’s powerful eye can fire bolts of magical force identical to a [I]magic missile.[/I] They are more intelligent than a typical guardian and are capable of using tactics and interpreting their orders. [B]DC 20.[/B] One of the reagents used to make an oculon is the brain of a humanoid thief. The thief’s mind and roguish abilities remains intact within the oculon, but its mind and emotions are flattened and it has been mind-controlled into to be loyal. [B][SIZE=5]Oculon Encounters[/SIZE] CR 4-5[/B] 1 oculon, 1 oculon and 1-2 apprentice mages [B][I]Treasure:[/I][/B] jeweled collar (150 gp), [I]potion of healing, [/I]spellbook, [I]spell scroll of identify.[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. Known thieves, cutpurses, and burglars have gone missing; when their corpses are found, they are missing their brains or heads. 2. Round, flat footprints. 3. With a DC 15 Investigation check, a hidden stash of coins and cheap but shiny trinkets, carefully hidden. 4. The sound of distant zapping. With a DC 13 Arcana check, it sounds like a [I]magic missile[/I] being fired. [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Guarding an area, attacking trespassers on sight. 3. Carrying boxes of laboratory equipment and vials of chemicals. If the chemicals are dropped, the vials shatter and a puddle of noxious liquid fills a 5-foot square. A creature that ends its turn in the liquid takes 2 (1d4) acid or poison damage (Narrator’s choice). 4. While in hiding, makes a Sleight of Hand roll and attempts to pick a character’s pocket. 5. Hiding under furniture in the form of a flat puddle. 6. Stationary; only attacks if intruders take certain forbidden instructions. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Oculon[/SIZE][/COLOR] Medium construct[/B] Challenge 4 (1,100 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 53 (7d8+21; bloodied 26hp) [B]Speed[/B] 40 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 15 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 8 (-1) [B]WIS[/B] 10 (+0) [B]CHA[/B] X (-3) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +2, Sleight of Hand +4 ([I]+[/I]1d4), Stealth +4 ([I]+1d4)[/I] [B]Damage Resistances[/B] damage from nonmagical, nonadamantine piercing or slashing weapons. [B]Damage Immunities[/B] bludgeoning; poison [B]Condition Immunities[/B] charmed, fatigue, frightened, rattled, paralyzed, petrified, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] understands the languages of its creators and Thieves’ Cant but doesn’t speak [B][I]Constructed Nature.[/I][/B] The oculon doesn’t require air, sustenance, or sleep. [B][I]Immutable Form.[/I][/B] The oculon is immune to effects that would alter its form. [B][I]Magic Resistance. [/I][/B]The oculon has advantage on saving throws against spells and other magical effects. [B][I]Malleable.[/I][/B] The oculon can move through a space as narrow as 1 foot wide without squeezing. Additionally, it can stretch its neck up to 10 feet, or flatten its body into a circle 5 feet in diameter and 1 foot high. While flattened like this, the oculon’s speed is reduced to 20 feet. The occulon also has advantage on saving throws and checks to escape grapples and restraints. [B][I]Slippery. [/I][/B]The occulon has advantage on Dexterity (Acrobatics) checks made to escape restraints and end grapples. [B][I]Sneak Attack (1/Turn).[/I][/B] The occulon deals an extra 14 (4d6) damage when it hits with its slam attack while it has advantage on the attack, or when the oculon’s target is within 5 feet of an ally of the oculon while the oculuon doesn’t have disadvantage on the attack. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The oculon makes two slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+4, reach 10 ft., one target. [I]Hit: [/I]6 (1d8+2) bludgeoning damage. [B][I]Magic Eye (Recharge 6). [/I][/B]The oculon fires six bolts of magical force and one to six targets within 120 feet of it. Each bolt automatically hits and inflicts 3 (1d4+1) force damage [B][U]Bonus Actions[/U] [I]Shadow Stealth. [/I][/B]While in dim light or darkness, the oculon can take the Disengage or Hide action. [B][SIZE=5]Combat[/SIZE][/B] The oculon begins combat by using a sneak attack whenever possible, then hiding in the shadows. They will then use their magic eye from hiding before stealthing again in order to use another sneak attack. [/QUOTE]
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