Ockomlire
Creature 13 (rare) — aberration
WeaverAnvilLANDVERTICALaberration
With its mottled green-and-tan rubbery flesh, six short legs ending in two-clawed feet, and three circular mouths arrayed equidistantly around a disk-shaped head crowned by multiple bulbous eyes, the bizarre Darklands-dwelling ockomlire's strange appearance blurs the line between aberration and fungus. Ockomlires eat magic, and their specialized organs process and release that magic in the form of a mist that saps the willpower of those it touches. Originally created by sekmin occultists as a p
Source: curtain-call-bestiary
Perception +23; darkvision; detect magic
Languages aklo, common, sakvroth
Skills athletics +27, occultism +24, survival +23
Str
+8
Dex
+4
Con
+5
Int
+5
Wis
+4
Cha
+0
AC 33
Fort +26
Ref +21
Will +23
+1 status to all saves vs emotion effects
HP 235
Speed 20 feet, climb 10 feet
Offense
Melee Jaws (forceful, unarmed) +27, Damage 3d10+14 piercing plus Improved Grab
Abilities
Emotion Vulnerability — If an ockomlire fails a saving throw against an emotion effect, they loses their resistance to mental damage and gains an equal amount of weakness to mental damage (weakness to mental 15 for the typical ockomlire) until the end of their next turn.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Emotion —
Devour Magic (occult) — The ockomlire attempts to devour a spell effect from a creature they've Grabbed. To successfully do so, they must counteract that effect with an Occultism check. If the spell effect is an emotion effect, the ockomlire gains a +2 circumstance bonus to this check.
Critical Success The spell is countered, the ockomlire gains temporary Hit Points equal to twice the spell's rank for 1 minute, and the grabbed creature becomes Stupefied 2 for 1 minute.
Success As success but Stupefied 1.
Critical Failure The attempt backfires, and the ockomlire becomes overwhelmed; their emotion vulnerability becomes active until the end of their turn.
Critical Success The spell is countered, the ockomlire gains temporary Hit Points equal to twice the spell's rank for 1 minute, and the grabbed creature becomes Stupefied 2 for 1 minute.
Success As success but Stupefied 1.
Critical Failure The attempt backfires, and the ockomlire becomes overwhelmed; their emotion vulnerability becomes active until the end of their turn.
Haze of Despair (emotion, mental, occult) —
Improved Grab —
Occult Innate Spells DC 33, attack +25
2nd Calm (At Will)
Cantrips (2nd) Detect Magic (Constant)
WORKS WELL WITH
AnvilLAND / VERTICALAn anvil holds enemies inside the despair aura and prevents them from escaping the weaver's grab.
CrasherLAND / VERTICALA crasher draws attention while the weaver sets up area control and devours magical buffs.
FlankerLAND / VERTICALA flanker pressures grabbed targets and forces movement into the weaver's area effects.
PUNISHES
✖ clumping✖ buff reliance✖ kiting
Another weaver would compete for area-control priority.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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