SGttEH 314
Enhanced patients are victims of a macabre surgical practice designed to augment their latent psychic abilities. In an ungodly exchange, their natural sight is forever relinquished, alongside most of their intellect, instead replaced by the chilling cold of the Ocular Apparatus. This metal device, fused directly into the patient's eye socket, opens pathways to metaphysical visions beyond comprehension, linking the frail mortal consciousness with something far greater and more terrifying.
These manipulated individuals, forever blinded to mortal sight, are left suspended in a perpetual state of ethereal revelation, their minds teetering on the brink of cosmic comprehension and madness, bestowing upon them a set of nascent psychic abilities. As living conduits to the cosmos, they form the crux of the Obitus Scholare's ongoing research—the price of their sanity, a small offering for the promise of cosmic enlightenment, holding the key to creating something far greater than meager jaegers.
MOD | SAVE | ||
---|---|---|---|
STR | 13 | +1 | +1 |
DEX | 12 | +1 | +1 |
CON | 10 | +0 | +0 |
MOD | SAVE | ||
INT | 6 | -2 | -2 |
WIS | 10 | +0 | +0 |
CHA | 14 | +2 | +2 |
Ocular Apparatus. The device grafted onto the patient's head opens its mind to the beyond. It is blind.
Mad Strength. The patient deals an additional 3 ( 1d6 ) psychic damage when it hits with any melee attack. (included in the statblock.)
Multiattack. The patient makes one attack with its metal limb. On a hit, the patient can make one bite attack against the same target.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage and 3 ( 1d6 ) psychic damage, and the patient regains hit points equal to the piercing damage dealt.
Metal Limb. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning or slashing damage (patient's choice) and 3 ( 1d6 ) psychic damage.
Wail of Insanity (Recharge 6). The patient unleashes the chaos within itself. A creature of the patient's choice within 5 feet of it must succeed on a DC 12 Wisdom saving throw or gain a short-term madness.