Living Spell

"The red fog drifted over the battlefield. Tyro Sims and I were huddled up in a shallow foxhole we had dug out when the enemy battlemages had opened up their barrage. Our distance mages took them out but we hadn't gotten the all-clear from Journeyman Lars before the fog had appeared, so we just hunkered down. It searched around the holes for victims, taking our friends and foes alike one by one until Journeyman Lars sounded the charge and we rushed it.   "It saw us coming and unloaded at us - magic missile I think - and there wasn't much left of Tyro Sims.   "The hell of it is that I don't know if it was one of them or one of ours that misfired the spell. Not that it mattered, it was just another enemy and Sims was just as dead either way."

Basic Information

Anatomy

Living Spells appear as either opaque clouds of vapor or as foamy oozes. They can generally create one pseudopod for extremely short-term and simple tasks.

Genetics and Reproduction

Living Spells are created by accident, or as a result of the entropic effects arcanohelminths

Growth Rate & Stages

Living Spells have roughly the same proportions throughout their life spans, generally filling most of a 5 ft. cube.

Dietary Needs and Habits

Living Spells appear to consume magical energy as well as 'eating' living and undead beings.

Additional Information

Domestication

"Control Spell" is a legendary spell spoken about as rumors and myths. Researchers spend their whole lives looking for the formula, archaeologists dream of uncovering it in a Grimhii ruin.

Uses, Products & Exploitation

When a Living Spell dies under the right circumstances, it may become a Fossilized Spell

Perception and Sensory Capabilities

Living Spells can see clearly regardless of the light conditions, as well as detecting the life force of any living or undead creature within 120 feet.

Living Spell

Medium ooze, chaotic neutral
Armor Class 16 (Force)
Hit Points 6 (2d8+2)
Speed 30ft Hover: 20ft

STR
12 +1
DEX
10 0
CON
12 +1
INT
5 -3
WIS
5 -3
CHA
16 +3

Damage Vulnerabilities Carcolite
Damage Resistances Bludgeoning, Piercing, Slashing from nonmagical weapons.
Senses Darkvision, Lifesense
Challenge 1

At will: As an action, the Living Spell can cast the spell that it was created from once per round.


Actions

Multiattack: A Living Spell can attack twice in a round - once with a slam from a psuedopod and once from its engulf ability.   Slam: Melee attack, +4 to hit. 1d8+2 Force damage. A creature struck by a Living Spell's slam attack must make a DC 14 Constitution Save or lose their lowest level prepared spell (if any) and become Sickened for 1d4 hours.   Engulf: Melee attack, automatically hits. 1d8+4 Force damage. A Living Spell can enter into another creature's space. Any creature in that space can then be attacked by the Engulf ability, as they are slowly digested by the weird energies surrounding them. Attempting to leave can provoke an Engulf attack as a reaction.


 

The Living Spell appears as a cloud or ooze of flashing magic and burning smoke.

Living spells can be encountered anywhere magic might be cast, but the stress and horror of the battlefield makes this the most likely locale for them.

Lifespan
7-10 years
Average Height
4-5 ft.
Average Length
4-5 ft.

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