Witnessers are mysterious watchers who have traveled from the Far Realm to witness odd events, such as The Moment When The Horse’s Shoe Falls Off, or When Arnolf Slips On The Ice, or When King Regdar Passed The Cup To The Squire On His Left. The meaning and purpose of witnessing these specific events is so far unknown, but they seem to be always present at just the right time to see the odd events. Very learned sages query whether they cause the events, or only witness them, and whether they are leading to some dark purpose.
Physically, they appear as tall, gaunt humanoids in form-concealing robes, with masks and odd headwear. Their fingers are long, with four knuckle joints per hand (compared to a human’s three). WITNESSER Large Aberration, unaligned Armour Class 11 Hit Points 16 (3d10) Speed 30ft. Str 8 (-1); Dex 12 (+1); Con 10 (+0); Int 29 (+9); Wis 19 (+4); Cha 7 (-2) Proficiency bonus +3 (tripled for History) Skills History +18, Insight +7, Perception +7 Senses Truesight 90ft., passive Perception 17 Languages Telepathy to other witnessers 120ft. Challenge 5 (1,800 XP) Innate Wizardry. A witnesser has incredible control over reality, and can innately cast Wizard spells without requiring material components. A witnesser's spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A witnesser has 10 spell slots per day, all of which are 5th-level slots. Overlooked. Any creature perceiving a witnesser which does not have truesight must immediately make a Wisdom saving throw (DC 20). On a failed saving throw, they immediately forget that they have perceived the witnesser, and if they were making an attack against the witnesser, it immediately fails. ACTIONS Reality Control. The witnesser selects a spell from the Wizard spell list up to 5th level, and casts it, no matter what the casting time of the spell is. Adapted from the earlier version of the Witnesser, published on 15 August 2018. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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