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Void Touched

Those touched by the eldritch powers of the deep void may find themselves mutated, their body becoming warped and often twisting their minds.  
1d20 Random Features
1 The creature’s veins pulse with a crimson glow. Each melee attack deals an additional 7(2d6) fire damage.
2 Another set of arms grow somewhere on the creature’s body, giving it another melee attack each turn.
3 The creature’s visage becomes horrible to behold. The creature now causes any other creature within a 20ft. radius to make a DC 12 Wisdom save or become frightened.
4 A vile stench emanates from the creature forcing any player starting their turn within 5ft. of the creature to roll a DC 16 Constitution save. On a failure, the player makes their attacks at disadvantage.
5 The creature gains 1d6 tentacles and can do a tentacle smash attack. Tentacle smash. Melee Weapon Attack, +7 to hit, targets everyone in a 10 ft. radius. Hit: 6 (1d12) bludgeoning damage
6 The creature’s blood boils and pops when attacked. Any character attacking the creature within 10ft. of it must succeed on a DC 12 Dexterity save or take 1d8 acid damage.
7 The creature’s skin hardens and becomes like rock which gives it resistance to piercing damage.
8 The creature grows eyes in the back of its head and can no longer be surprised.
9 Upon its death the creature will explode, causing everyone in a 20 ft. radius that fails a DC 14 Dexterity saving throw to receive 2d6 of Poison damage
10 Misshapen wings sprout from the creatures back. It gains a fly speed of 40ft.
11 The creature grows sharp spines from its skin. Any grapple check made against the creature is made with disadvantage.
12 The creature splits into two versions of itself, both have max health equal to half of the original creature’s max health.
13 The creature’s skin is now coated in slick oil which gives it resistance to Poison damage
14 An eerie glow pulses from the creature. The creature functions as if the faerie fire spell has been cast on it.
15 The creature’s skin turns a pale blue and the temperature around it lowers. Melee attacks made by the creature now deal an additional 5 (1d12) cold damage.
16 The creature’s skin becomes a strange jelly giving it resistance to bludgeoning damage.
17 A larger third eye grows upon the creature’s head giving it truesight 60ft.
18 The creature’s appendages grow strange suction cups on its digits. The creature gains a climb speed of 30ft.
19 A mouth grows where the creature’s eyes would have been. The creature gains a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:4 (1d6 +1) piercing damage plus 6 (1d8+2) poison damage.
20 The creature’s muscles bulge with power. Every melee attack now deals an additional die of damage.
  Some touched by the void make take on multiple mutations.   Primary Features
d4 Feature
1 Avoidance. If the void-touched is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
2 Damage Resistances. The void-touched has resistance to necrotic and psychic damage.
3 Innate Spellcasting. The void-touched’s innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear, phantasmal killer
4 Psychic Rebuke. When the void-touched takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage psychic damage (skittering horror).
  Secondary Features
d4 Feature
1 Grasping Tendrils. The void-touched has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same. Until the grapple ends, the horror can’t use the same tendril to grapple another target.
2 Indomitable Mind. The void-touched is immune to the charmed condition.
3 Keen Senses. The void-touched has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
4 Mind Sight. Magical darkness doesn’t impede the void-touched’s darkvision.

Transmission & Vectors

Exposure to the void and the denizens that dwell within. Sometimes it is contracted via rituals, in other instances exposure to artefacts with void related origins.
Type
Supernatural
Parent
Children
Origin
Mutated

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