Warlock: No, I'm telling you what I think… mentally.Īs mentioned in this answer and this answer, it seems the intent really is to have the warlock's telepathy be one-way-the warlock capable of sending thoughts but not receiving them-, but it might be a worthwhile (and sanity-saving!) house rule to make the warlock's telepathy two-way anyway. I can only speak into your head not hear your replies. I put that thought from my head into your head. (He does.) Into your head I just projected the sentence You like puppies. Warlock: Now I will communicate with you telepathically. This means folks are free to ignore the voice in their heads, and that means the entire campaign could elapse with no one-except maybe the warlock's companions after much convincing-acknowledging the warlock's superpower at all, ascribing the warlock's telepathic intrusions to demonic influence, madness, magic, bad (or good!) pipeweed, or whatever. He hopes to share his enlightenment with his fellow kuo-toa.Telepathy that only allows sending thoughts just isn't that useful unless there's an offensive component… and, here, there isn't. Shuushar is familiar with Sloobludop, the kuo-toa town near the Darklake, and has navigated the twisting routes of the Darklake for many years. He gladly accompanies the party if permitted to do so, however, helping them in any way he can other than violating his most sacred vow. He doesn’t fight or cause harm to any other creature, even refusing to defend himself or others. Shuushar is even calm and accepting of his current imprisonment, merely saying that it is what it is, and who can say what end it might eventually lead toward? He appears to have been successful, exuding an aura of enlightened balance. He is aware of his people’s well-deserved reputation for madness, and claims to have spent a lifetime in contemplation and solitary meditation to overcome that legacy. The aquatic hermit is a calm and peaceful presence. As a reaction Shuushar the Awakened may take the Help action.Ī kuo-toa, Shuushar is likely to be one of the more unusual creatures any of the adventurers have met. Any creature who has spent time with Shuushar the Awakened (an ally that has spent a week or more in his company) and is within 10 feet of him automatically gains +2 on all Wisdom saving throws. While in sunlight, Shuushar the Awakened has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shuushar the Awakened has advantage on ability checks and saving throws made to escape a grapple. However, he is persuasive and has advantage on Persuasion checks. Pacifist. Shuushar the Awakened is a complete pacifist, he will not attack or defend himself physically in any way. It can pinpoint such a creature that is moving. Shuushar the Awakened can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. Shuushar the Awakened can breathe air and water. Medium humanoid (kuo-toa), lawful neutralĪrmour Class 14 (natural armour, unarmored defence) Some of the NPCs in Out of the Abyss are a little unique and I ended up doing quick conversions to have the right statblock on hand for my players.
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