Drowzee / Hypno Species in Other Realms | World Anvil

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.  

Drowzee

If you sleep by it all the time, it will sometimes show you dreams it had eaten in the past.


Armor Class10
Hit Points 11d6+22
Speed30 ft.
Strength12 (+1)
Dexterity10 (+0)
Constitution14 (+2)
Intelligence14 (+2)
Wisdom14 (+2)
Charisma16 (+3)
Saving ThrowsWisdom d20+3
LanguagesTerrain
Challenge1/2 (100 XP)
Special 1InsomniaThe Drowzee has advantage on saving throws against bring charmed,and magic can’t put it to sleep
Special 2HypnotistAny creature that the Drowzee puts to sleepis also charmed for the duration.
The Drowzee can communicate telepathically upto 60 feet with creatures that are charmed by it
Special 3Innate SpellcastingThe Drowzee’s innate spellcasting ability is Charisma(spell save DC 13). It can innately cast the following spells,
requiring no components
Spells 1At WillCalm EmotionsCharm Person
Spells 21/daySleep
Action 1PoundMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d6 bludgeoning damage
Action 2HypnosisThe Drowzee attempts to mesmerize a creaturewithin 60 feet of itself into failing asleep
by gesturing it hands and gazing mysteriously.The target creature must be able to seethe 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 3Dream EaterOne sleeping target must makea 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 4HeadbuttMelee Weapon Attack d20+3 to hit
Reach 5 ft,m one target 1d6+1 bludgeoning damage
ReactionsDisableWhen a creature other than the Drowzee performsan 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 targetthe 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 throwor become unable to perform the triggering actionagain for up to 1 minute.Creatures that can’t be charmed are immune to this effect.
An affected creature is physically incapableof performing the disabled action andany 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 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.  

Hypno

Avoid eye contact if you come across one. It will try to put you to sleep by using its pendulum.


Armor Class11
Hit Points 14d8+28
Speed30 ft.
Strength12 (+1)
Dexterity13 (+1)
Constitution15 (+2)
Intelligence18 (+4)
Wisdom18 (+4)
Charisma18 (+4)
Saving ThrowsWisdom d20+5
SensesDarkvison 60 ft.Passive Perception 14
LanguagesTerrain
Challenge3 (700 XP)
Special 1Hypnotic PendulumAll creatures that look at Hyno must makea DC 14 Charisma saving throw or fall asleep for 1 minute.
Creatures can repeat the saving throw atthe end of each of their turns to end the effect
Special 2HypnotistAny creature that the Hypno put to sleep isalso charmed for the duration.
The Hypno can communicate telepathically up to 60 feetwith creatures that are charmed by it
Special 3InsomniaThe Hypno has advantage on saving throwsagainst being charmed,
and magic can’t put it to sleep
Special 4Innate SpellcastingHypno’s innate spellcasting ability isCharisma (spell save DC 14).
It can innately cast the following spells,requiring no components:
Spells 1At WillCalm EmotionsCharm Person
Sleep
Spells 2CompulsionHypnotic Pattern
Spells 31/dayMass Suggestion
Action 1PoundMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d8+1 bludgeoning damage
Action 2ConfusionOne target Hypno can see within 60 feet mustmake a DC 14 Charisma saving throw,
taking 4d8 psychic damage on a failed save,or half as much damage on a successful one
Action 3NightmareOne 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 4Zen HeadbuttMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d8+1 bludgeoning damageand 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 5HypnosisThe Hypno attempts to mesmerize a creaturewithin 20 feet of itself into falling asleep
by swinging its amulet or gesturingits hands and gazing mysteriously.The targeted creature must makea 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 6Dream EaterThe 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 saveor 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 awakeby having its dream eaten.A creature whose dream is eaten
receives no benefits from any rest it mayhave been taking as it slept,and it cannot have its dream eaten again untilthe next time it falls asleep after a completed long rest
ReactionDisableWhen a creature other than the Hypno performs an actionon its turn that the Hypno can see
(such as making an attack, casting a spell, or dashing),the Hypno can use its reaction to targetthe 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 throwor become unable to perform the triggeringaction again for up to 1 minute.Creatures that can’t be charmed are immune to this effect.
An affected creature is psychically incapableof performing the disabled action andany 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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