Drowzee / Hypno
Drowzee is bipedal and resembles a tapir. It has tired-looking eyes, a short trunk above its mouth, and triangular ears with brown interiors. The upper half of Drowzee's body is yellow and the lower half is brown. A wavy line separates the two halves. It has a round belly and short legs. Its feet are brown, except for its two toes, which are yellow. The bottom of each foot has a small, round, pink pad in the middle of it. There are three fingers on each of its hands. Drowzee is believed to have a common ancestor with Munna and Musharna.
Drowzee is able to put people to sleep and can then sense the person's dreams. This is so it knows what kind of dream it would be having. It has certain preferences for the dreams it eats, and it is known to love fun dreams and become ill from bad dreams. It will rarely eat the dreams of adults, as the dreams of children are seemingly tastier. Drowzee remembers every dream it has eaten and may show past meals to a person it trusts. It eats dreams through the victim's nose, so it is said that Drowzee is standing over a person's pillow if their nose itches while they are asleep. Drowzee lives in grasslands and savannas.
Hypno is bipedal, slightly humanoid and has yellow skin. It has triangular ears with brown interiors, sleepy-looking eyes, and a large nose. On its neck, it has a ruff of white fur, which is longer on the female. Hypno has five fingers on each hand and holds a pendulum in its left. The pendulum resembles a flat, silver ring and is used for hypnotism. Hypno is never seen without it. It has three toes on each foot, which also have a pink pad on the undersides.
Hypno is able to put people to sleep by swinging its pendulum. It is known to reside away from humans and on less-travelled roads. While it awaits its prey, it polishes its pendulum. If anyone comes by, Hypno will hypnotize them and eat their dreams. It carries away people having good dreams and is even known to have stolen a child at one point. Some Hypno are even known to assist doctors in hospitals when their patients cannot sleep at night. A Hypno has been shown to be capable of creating illusions, namely by disguising itself as a human and causing illusory children to appear.
Hypno's Amulet
Amulet requires attunement by a spellcaster A spellcaster attuned to this amulet can use this item as an arcane focus for enchantment spells, using it in place of any material component which does not list a cost. The amulet can be used to cast any enchantment spell that targets one creature as a ritual. In order to do so, the spellcaster must swing the amulet like a pendulum within 10 feet of the target, and the target must watch the amulet for the entire uninterrupted duration of the ritual. Even if the spell does not charm the creature as an effect, creatures that cannot be charmed or see the amulet are immune to the effects of spells cast in this way.
Drowzee
If you sleep by it all the time, it will sometimes show you dreams it had eaten in the past.
Armor Class | 10 | ||
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Hit Points | 11d6+22 | ||
Speed | 30 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 10 (+0) | ||
Constitution | 14 (+2) | ||
Intelligence | 14 (+2) | ||
Wisdom | 14 (+2) | ||
Charisma | 16 (+3) | ||
Saving Throws | Wisdom d20+3 | ||
Languages | Terrain | ||
Challenge | 1/2 (100 XP) | ||
Special 1 | Insomnia | The Drowzee has advantage on saving throws against bring charmed, | and magic can’t put it to sleep |
Special 2 | Hypnotist | Any creature that the Drowzee puts to sleep | is also charmed for the duration. |
The Drowzee can communicate telepathically up | to 60 feet with creatures that are charmed by it | ||
Special 3 | Innate Spellcasting | The Drowzee’s innate spellcasting ability is Charisma | (spell save DC 13). It can innately cast the following spells, |
requiring no components | |||
Spells 1 | At Will | Calm Emotions | Charm Person |
Spells 2 | 1/day | Sleep | |
Action 1 | Pound | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d6 bludgeoning damage | ||
Action 2 | Hypnosis | The Drowzee attempts to mesmerize a creature | within 60 feet of itself into failing asleep |
by gesturing it hands and gazing mysteriously. | The target creature must be able to see | the Drowzee Once targeted, | the creature must make a DC 13 Charisma savant throw. |
On a failure, the target falls unconscious for 1 minute, | or until another creature uses its action to shake it awake | ||
Action 3 | Dream Eater | One sleeping target must make | a DC 12 Wisdom saving throw, |
taking 2d6 psychic damage on a failed save, | or half as much damage on a successful one. | Drowzee recovers that many hit points. | This attack can be used as a bonus action |
Action 4 | Headbutt | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft,m one target | 1d6+1 bludgeoning damage | ||
Reactions | Disable | When a creature other than the Drowzee performs | an action or its turn that the Dowzee can see |
(such as making an attack, casting a spell, or dashing), | the Drowzee can use its reaction to target | the creature with a flash of eerie light. | If the creature is is within 30 feet of the Drowzee it |
must succeed on a DC 13 Wisdom saving throw | or become unable to perform the triggering action | again for up to 1 minute. | Creatures that can’t be charmed are immune to this effect. |
An affected creature is physically incapable | of performing the disabled action and | any attempt results in the creature’s body locking up. | An affected creature can repeat |
the saving throw at the end of each of its turns, | ending the effect on its self on a success |
Hypno
Avoid eye contact if you come across one. It will try to put you to sleep by using its pendulum.
Armor Class | 11 | ||
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Hit Points | 14d8+28 | ||
Speed | 30 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 13 (+1) | ||
Constitution | 15 (+2) | ||
Intelligence | 18 (+4) | ||
Wisdom | 18 (+4) | ||
Charisma | 18 (+4) | ||
Saving Throws | Wisdom d20+5 | ||
Senses | Darkvison 60 ft. | Passive Perception 14 | |
Languages | Terrain | ||
Challenge | 3 (700 XP) | ||
Special 1 | Hypnotic Pendulum | All creatures that look at Hyno must make | a DC 14 Charisma saving throw or fall asleep for 1 minute. |
Creatures can repeat the saving throw at | the end of each of their turns to end the effect | ||
Special 2 | Hypnotist | Any creature that the Hypno put to sleep is | also charmed for the duration. |
The Hypno can communicate telepathically up to 60 feet | with creatures that are charmed by it | ||
Special 3 | Insomnia | The Hypno has advantage on saving throws | against being charmed, |
and magic can’t put it to sleep | |||
Special 4 | Innate Spellcasting | Hypno’s innate spellcasting ability is | Charisma (spell save DC 14). |
It can innately cast the following spells, | requiring no components: | ||
Spells 1 | At Will | Calm Emotions | Charm Person |
Sleep | |||
Spells 2 | Compulsion | Hypnotic Pattern | |
Spells 3 | 1/day | Mass Suggestion | |
Action 1 | Pound | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d8+1 bludgeoning damage | ||
Action 2 | Confusion | One target Hypno can see within 60 feet must | make a DC 14 Charisma saving throw, |
taking 4d8 psychic damage on a failed save, | or half as much damage on a successful one | ||
Action 3 | Nightmare | One sleeping target must make a DC 14 Wisdom saving throw, | taking 4d8 psychic damage on a failed save, |
or half as much damage on a successful one. | This attack can be used as a bonus action | ||
Action 4 | Zen Headbutt | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d8+1 bludgeoning damage | and the target must make a DC 14 Intelligence saving throw, | taking 2d8 psychic damage on a failed save, |
or half as much on a successful one | |||
Action 5 | Hypnosis | The Hypno attempts to mesmerize a creature | within 20 feet of itself into falling asleep |
by swinging its amulet or gesturing | its hands and gazing mysteriously. | The targeted creature must make | a DC 14 Charisma saving throw. |
On a failure, the target falls unconscious for 1 minute, | or until another creature uses its action to shake it awake | ||
Action 6 | Dream Eater | The Hypno touches an unconscious or sleeping creature. | The Unconscious creature must make |
a DC 14 Intelligence saving throw, | taking 4d8 psychic damage on a failed save | or half as much damage on a successful one. | The Hypno gains a number of temporary hit points |
equal to the damage dealt. | A sleeping creature cannot be roused awake | by having its dream eaten. | A creature whose dream is eaten |
receives no benefits from any rest it may | have been taking as it slept, | and it cannot have its dream eaten again until | the next time it falls asleep after a completed long rest |
Reaction | Disable | When a creature other than the Hypno performs an action | on its turn that the Hypno can see |
(such as making an attack, casting a spell, or dashing), | the Hypno can use its reaction to target | the creature with a flash of eerie light. | If the creature is within 30 feet of the Hypno, |
it must succeed on a DC 13 Wisdom saving throw | or become unable to perform the triggering | action again for up to 1 minute. | Creatures that can’t be charmed are immune to this effect. |
An affected creature is psychically incapable | of performing the disabled action and | any attempt results in the creature’s body locking up. | An affected creature can repeat the saving throw |
at the end of each of its turns, | ending the effect on itself on a success |
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