Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Corner of the Eye
(illusion, mental, primal, visual) The ocluai creates a wave of disturbing illusory images in a 10-foot burst centered on a point within 60 feet. Any creature caught in this burst takes 3d6 mental damage (DC 20 basic Will save) as their peripheral vision churns with terrifying visions of worm-eaten corpses and monsters ready to pounce.
Ability
Critical Failure
As failure, but if the creature's path would lead them into obviously dangerous terrain, they must succeed at a second Will save to end their movement just before they would enter the danger.
Ability
Failure
The creature moves the intended distance, but not in the right direction. The ocluai chooses the creature's destination and route, which could be a straight line or could include multiple changes in direction. If the path is blocked or would go through obviously dangerous terrain (such as off a cliff or through a fire), the movement ends before the blockage or danger.
Ability
Lost in the Dark
(aura, darkness, enchantment, mental) 60 feet. An ocluai's presence distorts nearby creatures' senses of direction. Nonmagical bright light within the aura becomes dim light, and nonmagical dim light with the aura becomes darkness. Any non-gorga within range of the ocluai's aura that attempts to move must declare where they intend to move. Before moving, however, the creature must attempt a secret DC 20 Will saving throw. An ocluai can exempt specific creatures from this effect. Magical light anywhere within the ocluai's aura increases the light level as normal and reduces the Will save DC by 5.
Ability
Success
The creature moves normally.
Offense
Melee
Circumstance: combat round (melee)
talon +10 [+5/+0], Damage 3d4+3 slashing
Trait
Fey
Creatures of the First World are called the fey.
Language
(can't speak any language
Aklo
Common
images only)
Sylvan
telepathy 100 feet
Perception
greater darkvision
Weakness
cold iron 5