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Nothic

Nothics are utterly insane predators that lunge and lurk erratically in the depths of the darkest places on the material plane. They come in a staggering amount of varieties, as do most aberrations, but are all cyclopsies with unnerving eyes that seem to see right through all. Their purpose, desires, and actions are all alien in nature as they only seem to hunt, serve, and spread evil.

Nothic illustration

Erratic and Malevolent

Nothics are insane and almost as evil as they are unpredictable. Their minds are a puzzle to all mortals and beings that value sanity. Even their movements make no sense as they lurch about on unsteady legs. If at any point Nothics understood where they came from or how they were created that time has long passed and they now only seek to cause ruin.

Cyclopsian Aberrations

Nothics resemble hunched, misshapen humanoids with an awkward gait. Their most distinctive feature is the large, single eye that dominates their face. They have many forms and can be bulky or thin or have many fingers or as few as three. Many have skeletal faces devoid of lips that show off frightful fangs and others can be covered in thick chitinous plates that can grow over their mouths.

Solitary Hunters and Jesters

Not many would ever ally with a Nothic as they are insane and unsettling. A majority of them hunt on their own in the deepest parts of the Underdark but some can be made into servants and jesters of more powerful, sick minded creatures. Due to their erratic behaviors and movements they are made fun of and forced to do tasks that no sane creature would want to do.

Traits

ASI: +2 STR, +1 CON
Size: Medium
Speed: 30 ft
Darkvision: 60 ft
Age: 1-500
Alignment: Neutral Evil
Languages: Undercommon

Keen Sight

You have advantage on Perception checks that rely on sight.

Erratic Movement

Your bowlegged, odd lunging movements throw many off, when you take the Dash action you do not provoke attacks of opportunity.

Rotting Gaze

As an action you can target one creature you can see within 30 ft of you and blast them with a vicious attack that causes flesh to rot. The target must succeed on a DC 8 + your CON modifier (Minimum 1) + your Proficiency Bonus CON saving throw against this magic or take 2D6 Necrotic damage. You can use this feature once per long or short rest.

Weird Insight

As an action you target one creature you can see within 30 ft of you and try to gaze into its mind. The target must contest its Deception check against your Insight check. If you win, you magically learn one fact or secret about the target. The target automatically wins if it is Immune to being Charmed. You can use this feature once per long rest.