Blights and Afflictions in Nature
The Sapphire Light have tirelessly researched and studied the variety of monsters that roam Auriga. The magnificent bio-energies that exist in the soil of Auriga. When this happens in nature a creature can exhibit special traits that can have a dramatic impact on the physiology of other creatures that come in contact with it.
Many of these traits have been called elemental blights. The blights while often not fatal and not permanent can cause a large impact.
Dragonblight
A rare condition that is one of the most deadly of effects, creatures brimming with bio-energy often have the ability to inflict dragonblight, this overflowing energy will actually produce a negative repulsion of other elements. Under dragonblight, the target can't
deal cold, fire, lightning, necrotic, or thunder
damage with its spells and attacks, and it can't
impose any of the following conditions on other
creatures: blinded, charmed, paralyzed, poisoned,
and petrified.
Dragonblight can be cured early with the lesser
restoration spell or similar quality.
Poision: Waterblight
Creatures who are one with water, draw from the raw energy of the elemental plane can pass on waterblight. A creature affected by waterblight has their stamina
drained.
On the creatures turn, it can use either an Action
or a Bonus Action, not both.
Condition: Thunderblight
An afflicted creature has disadvantage on saving
throws to be stunned.
If the creature takes lightning or thunder damage
while already under the effects of thunderblight, they
must make a DC 10 Constitution saving throw or be
stunned until the end of their next turn.
Disease: Iceblight
Creatures who harness frozen bio-energy can inflict iceblight. A creature who is afflicted with iceblight is chilled to
the bone.
The creature can't use reactions.
Its speed is halved.
It can't make more than one attack on its turn.
Condition: Slick
A creature who is slick is covered in a slippery or
slimy liquid. This liquid coats the body making it
difficult to move or avoid attacks without slipping.
A creature who is slick has disadvantage on
Dexterity saving throws.
A creature may only move up to half its speed
while under this effect.
A creature has disadvantage when attempting to
grapple a creature, but advantage when attempting
to escape a grapple when using acrobatics.
A creature can use its action on itself or another
adjacent creature to wipe off th attempting
to escape a grapple when using acro e liquid, removing
the effect.
Conditioned: Tarred
A creature, object, or area who is tarred, is covered in
a dark brown or black viscous liquid. This liquid
sticks to anything it touches and is highly flammable.
A creature who is tarred is restrained, immune to
being disarmed, and cannot use an object or
weapon not already in hand.
A tarred Object cannot be moved or used.
An area that is tarred is considered difficult terrain.
The condition ends if a creature, object, or area
that has this condition takes fire damage. When
the condition ends in this way the creature, object,
or area ignites. Until a creature takes an action to
douse the fire , the target takes 6 (1d10) fire
damage at the start of each of its turns.
When an area ignites, any object or creature in
that area also ignites.
An area that ignites in this way burns for 1 minute.
Treatment
Blights can be removed by lesser restoration level power or a potion of similar strength. Additionally immunity to poison makes one immune to waterblight while immunity to disease makes one immune to iceblight.
Type
Physiological
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