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Dödó

Dodos of the Material Plane are lesser cousins of Feywild dödós which dwarf them in size and power. Standing 6 feet tall and bedecked in an ill-matched assortment of clothes, dödós are polarizing members of fairy society.
     Mind of Its Own. Attuned to the convoluted logic of its magical world, the Feywild dödó is governed by methods and goals that are totally opaque to others. It never pronounces its short name the same way twice. It will often organize extravagant tea parties it never plans to attend, run ticker-tape election campaigns for offices that don’t exist, or arrange nonsensical sporting events wherein it declares everyone the winner. This chaotic mental landscape is so potent that no divination magic can penetrate the dödó’s thoughts, and even meeting its eyes can scramble the minds of more straightforward beings. Creatures that disrupt the dödó’s incomprehensible plans may, through no fault of their own, find themselves the target of its ire.

Dödó

Medium beast, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft.

STR: 10 (+0), DEX: 10 (+0), CON: 10 (+0)
INT: 3 (-4), WIS: 10 (+0), CHA: 5 (-3)

Damage Immunities psychic
Condition Immunities charmed, frightened, stunned
Senses passive Perception 11
Languages Common, Sylvan

Stupefying Gaze. When a creature that can see the dodo’s eyes starts its turn within 30 feet of the dödó, the dödó can force it to make a DC 14 Constitution saving throw if the dödó isn’t incapacitated and can see the creature.
     On a failed save, the creature’s thoughts become muddled and it has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Stupefying Gaze fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the dödó). While confused in this way, the creature is immune to the dödó ’s Stupefying Gaze.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the dodo until the start of its next turn, when it can avert its eyes again. If the creature looks at the dödó in the meantime, it must immediately make the save.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
Galumph! The dödó speaks a frabjous, uffish word. Each creature within 60 feet of the dödó that can hear it must make a DC 14 Wisdom saving throw. A creature takes 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.

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