OGC:Revilock (5e Creature)

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Revilock

Medium humanoid (grimlock), neutral evil


Armor Class 12 (15 with mage armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 16 (+3) 8 (-1) 10 (+0)

Saving Throws Wis +3, Cha +4
Skills Athletics +3, Perception +3, Stealth +4
Condition Immunities blinded
Senses , blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius),passive Perception 13
Languages Undercommon, telepathy 60 ft.
Challenge 3 (700 XP)


Blind Senses. The grimlock can’t use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Innate Spellcasting (Psionics). The grimlock’s innate spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). It can cast the following spells:

At-will: mage armor, mage hand, minor illusion (sound only)
3/day: command, gust of wind

Psychic Camouflage. The revilock is invisible to creatures that are unaware of it. Creatures must make a DC 13 Intelligence saving throw to target the grimlock with an attack or ability. On a failure, the creature forgets the grimlock exists and must choose a new target for its action.
Creatures with telepathy, or creatures with an Intelligence of 3 or less are immune to this ability.

ACTIONS

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 9 (2d8) psychic damage.

Crushing Despair (Recharge 5–6). The revilock targets one creature it can sense within 60 feet with a wave of psychic despair. The target must succeed on a DC 13 Intelligence saving throw or take 34 (7d8 + 3) psychic damage and become stunned for 1 minute. On a successful save, the target takes half damage and is not stunned. A creature stunned by this ability makes an Intelligence saving throw at the end of its turn. On a successful saving throw the target is no longer stunned.


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Living in close proximity to powerful psychic beings for generations, grimlocks occasionally produce offspring that manifest powerful psychic talents of their own. These mutants are called revilocks, and develop powers of telepathy and telekinesis. Most unsettling is a revilock’s ability to fade into the background of peoples’ memory, able to pass unnoticed even when standing directly in front of someone.
Revilocks are usually outcasts from the dark cults that make up grimlock society. Some attract followers and form offshoot cults that haunt the darkest caverns of the world. They command their followers to bring them live humanoids so that they can consume the brains of still-living creatures, mimicking the alien masters worshipped by conventional grimlock cults.




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Section 15: Copyright Notice (place problems on the discussion page).
Revilock from EN Publishing, © 2017, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
EN Publishing Transcribed Content
EN Publishing
Races Faun (5e Race) Gremlin (5e Race) Spriggan (5e Race)
Classes Alchemist (5e Class) Cardcaster (5e Class) Diabolist (5e Class) Feywalker (5e Class) Noble (5e Class) Occultist (5e Class)
Character Options Alchemist's Apprentice (5e Background) Bloodkeeper's Barricade (5e Background) Epitheos Monastery (5e Background)
Feats Abyssal Hide (5e Feat) Alchemical Artillerist (5e Feat) Astrologer (5e Feat) Balor Wings (5e Feat) Bloodkeeper Arts (5e Feat) Cardshark (5e Feat) Cartomancy (5e Feat) Chosen of Fortune (5e Feat) Cosmic Ritualist (5e Feat) Couatl Crest (5e Feat) Deva Wings (5e Feat) Devil’s Arm (5e Feat) Dretch Belch (5e Feat) Expeditious Alchemy (5e Feat) Greased Lightning (5e Feat) Holy Drive (5e Feat) Imp’s Eye (5e Feat) Infernal Horns (5e Feat) Infernal Mask (5e Feat) Intuitive Diviner (5e Feat) Metaknowledge (5e Feat) Mounted Musketeer (5e Feat) Pernicious Poisoner (5e Feat) Planetar Visage (5e Feat) Solar Gaze (5e Feat) Soul of Light (5e Feat) Swordsaint (5e Feat) Unicorn Horn (5e Feat) Vrock Feathers (5e Feat)
Equipment Alchemical Torch (5e Equipment) Ammunition, Bullet (50) (5e Equipment) Ammunition, Fire Arrow/Bolt (20) (5e Equipment) Ammunition, Rounds (20) (5e Equipment) Ammunition, Shot (20) (5e Equipment) Barrel Chain Rifle (5e Equipment) Blunderbuss (5e Equipment) Carbine (5e Equipment) Elephant Gun (5e Equipment) Elephant Pistol (5e Equipment) Facemold Paste (5e Equipment) Fire Lance (5e Equipment) Flintlock Revolver (5e Equipment) Glacial Effector (5e Equipment) Gun Cane (5e Equipment) Gun Kit (5e Equipment) Gun Shield (5e Equipment) Hand Blunderbuss (5e Equipment) Hand Cannon (5e Equipment) Harmonica Pistol (5e Equipment) Harmonica Rifle (5e Equipment) Harquebus (5e Equipment) Harquebus Hybrid (5e Equipment) Hexagonal Rifle (5e Equipment) Hybrid Pistol (5e Equipment) King's Walking Staff (5e Equipment) Lead Ingot (5e Equipment) Lever Action Carbine (5e Equipment) Lever Action Pistol (5e Equipment) Matchlock Musket (5e Equipment) Matchlock Pistol (5e Equipment) Midnight Dust (5e Equipment) Musket (5e Equipment) Needle Rifle (5e Equipment) Pepperbox Pistol (5e Equipment) Pepperbox Rifle (5e Equipment) Pistol (5e Equipment) Pocket Pistol (5e Equipment) Powder Flask (5e Equipment) Repeating Flintlock Pistol (5e Equipment) Rest (5e Equipment) Revolver (5e Equipment) Revolving Blunderbuss (5e Equipment) Revolving Carbine (5e Equipment) Revolving Rifle (5e Equipment) Rifle (5e Equipment) Rotating Revolver (5e Equipment) Saber (5e Equipment) Smoke Bomb (5e Equipment) Sparksprig (5e Equipment) Triangular Bayonet (5e Equipment) Turret Pistol (5e Equipment) Turret Rifle (5e Equipment) Volley Musket (5e Equipment) Volley Pistol (5e Equipment)
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Spells Astromancy (5e Spell) Conjure Deep Abomination (5e Spell) Dreaming Tide (5e Spell) Drowning (5e Spell) Eclipse (5e Spell) Herculean Force (5e Spell) Putrefy Food (5e Spell) Universal Potion (5e Spell)
Variant Rules Capacity (5e Variant Rule) Chain Fire (5e Variant Rule) Double-Action (5e Variant Rule) Experimenting and Grafting (5e Variant Rule) Firearm Customization (5e Variant Rule) Loud (5e Variant Rule) Match Loading (5e Variant Rule) Misalignment (5e Variant Rule) Misfire (5e Variant Rule) Rest (5e Variant Rule) Shot (5e Variant Rule) Turret Chain Fire (5e Variant Rule) Unwieldy (5e Variant Rule) Volley (5e Variant Rule)
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