Dissonant Spire
The spires are a work of cruel fiction, a testament to the intent and will of something far older, far more intelligent, and far more vile than anything we can hope to personally comprehend - Shuriig. The presence of these spires acts as an antenna to Shuriig’s nightmarish influence, projecting twisted patterns on the surrounding world to reshape it in accordance to its horrific will.
The exact method used to start these spires off is unknown, even by those who choose to align and barter with Shuriig for the means to spread them. The memory is simply wiped from their minds, or their perception of time altered by the Eldest Evil, to prevent them from knowing how exactly the things propogate. Perhaps a defense mechanism, or perhaps something else. Whatever the case, it is distinctly wrong. The spire brings to mind some kind of alien, metallic tree, with thick vine-like growths spiraling together from roots in the ground up into branches and ultimately, a pointed tip that flowers, buds, and fruits like a fungal polyp. The entire structure produces an audible hum in a disonnant key, just loud enough to be distracting but not so loud as to be deafening.
Primordial Designs
The composition of a spire seemingly predates known history, suggesting their earliest forms were spawned in the formative years of the Chromanexus's emergence by powers that defy proper explanation, by things that no one has ever rightly classified as having originated either from or beyond our known existences. It is likely because of this they're so hard to destroy. A spire has immunity to critical hits, poison, necrotic, and non-magical damage, and resistance to all magical damage other than bludgeoning and thunder damage. If the spire takes necrotic damage, it regains hit points equal to the damage it would have taken instead. It also has immunity to all conditions. It acts at the top of initiative (initiative count 30), in addition to any lair effects that might be in play. Its remaining features are dependent on its size (it continues to grow with unnatural swiftness; a spire reaches maturity in as little as a month, but doesn't stop growing after this.- At Large, the spire stands around 15 ft. tall and has 200 hit points. Its area of effect extends a mile in every direction.
- At Huge, the spire stands around 30 ft. tall and has 300 hit points. Its area of effect extends up to three miles in every direction.
- At Gargantuan, the spire stands at a minimum of 50 ft. tall and has 600 hit points. Its area of effect extends up to six miles in every direction.
!init madd "Vecna" -p 30 -immune necrotic -resist fire -resist psychic -resist force -resist acid -resist radiant -type aberration -hp ###
Destroying a Spire
Simply reducing a spire to 0 hit points does not kill it. It can only be destroyed if its heart is removed, a mystical artifact of amber that pulses with raw, pure evil.- Once a Large or Huge spire is reduced to 0 hit points, its heart is exposed.
- Once a Gargantuan spire is reduced to 0 hit points, the spire triggers a Death Blossom, gathering energy at its uppermost tip; it absorbs the life essence of all remaining allies, instantly killing them, and can continue to take actions until the end of its next turn. Once the turn ends, all the gathered energy explodes outward up to 120 ft. away. Every creature within range takes necrotic damage equal to the absorbed hit points plus twice any additional damage it took after the Death Blossom was triggered. After this, the heart is exposed.
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