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Barsalyhs

Okris

Huge aberration, chaotic neutral
Armor Class: 16 (natural armor)
Hit Points: 210 (20d12 + 80)
Speed: 0 ft., hover 60 ft., teleport 5 times per day
 
STR: 19 (+4)
DEX: 16 (+3)
CON: 18 (+4)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 8 (-1)  
 
Saving Throws: DEX +7, CON +8, INT +5
Damage Resistances: Psychic, Poison, Bludgeoning, Piercing, Slashing (from slimy exterior)
Condition Immunities: Blinded, Charmed, Frightened, Poisoned
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12
Languages: Understands Common and Abyssal but cannot speak
Challenge: 14 (11,000 XP)
Proficiency Bonus: +5
 

Special Abilities:

  • Size Flexibility: The Orkis can change its size from as small as 30 centimeters in diameter to as large as 600 centimeters instantly. It can do this as a bonus action, and its hit points, reach, and other physical attributes adjust accordingly.
  • Hovering and Teleportation: The Orkis hovers effortlessly through the air. It can teleport up to 5 times per day, choosing a point it has been to before.
  • Density Shift: The Orkis can alter its density to pass through walls, floors, or tight spaces. This process takes 1 minute, during which the creature becomes intangible, and it can remain in this state for up to 10 minutes before returning to normal. This ability can be used to hide in small areas or surprise foes.
  • Tentacle Manipulation: The 20-50 tentacles hanging below the creature vary in size and texture. It can manipulate them with ease, allowing it to grasp tiny objects, wield weapons, or attack multiple targets. Each tentacle is covered in a rough, slimy texture and can make one attack per turn.
  • Spy Bond: The Orkis can form a magical bond with one wizard or magic user. While bonded, it can see through the wizard’s eyes, and all visual information is transmitted directly into the wizard’s mind or into a special magical item called a Wizard Glass. The bond is permanent once established.
 

Action:

Multi-Tentacle Attack: The Orkis makes 4 tentacle attacks 
  • Tentacle: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage. The tentacle can grapple a creature (escape DC 17).
  • Wield Weapon (optional): The Orkis can wield a weapon in its tentacle, using its natural strength to attack as if proficient.
  • Mind Probe (Recharge 5–6): The Orkis can extend its awareness to transmit what it sees directly into a bonded wizard’s mind or into the Wizard Glass. The wizard perceives all visual data and sensory impressions for up to 10 minutes. During this time, the Orkis can also relay commands or information.
 
Legendary Actions:
The Orkis can take 2 legendary actions, choosing from:  
  • Tentacle Sweep: The Orkis makes two tentacle attacks.
  • Teleport: The Orkis teleports up to 120 feet to a visible space within range.
  • Spy Transmission: The Orkis transmits visual and sensory information to its bonded wizard or Wizard Glass.
 
Description:
The Orkis is a grotesque, highly intelligent aberration that exists in a state of flux, capable of shifting its size and density at will. Its slimy, green-grey exterior is covered with hundreds of eyes of various sizes, each constantly shifting focus and watching for threats or prey. Its tentacles hang below like a mass of writhing, textured appendages, capable of delicate manipulation or devastating attack. Its primary mode of movement is hovering, gliding effortlessly through the air, but it can teleport short distances or pass through walls to ambush or escape.
The Orkis serves as a spy and assassin for powerful wizards, forming unbreakable bonds with its master. It loves to serve, relishing the opportunity to gather intelligence or carry out covert strikes. Its bond allows it to see and transmit directly into the wizard’s mind via its unique ability, making it a living surveillance device. Once bonded, the Orkis remains loyal for life, eagerly awaiting commands from its master.
Creature specs © 2025 Kip Shelton, AC0

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