BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Aberrantes Mal

Das Aberante Mal fällt auf Wesen, die dem Tod durch einen Beholder entkommen. Die Farbe ist abhängig von der Art des Todes, der verhindert wird, aber die Form ist immer die selbe:   Die Haut der Kreatur ist für die ersten 6 Monate von stilisierten Augäpfeln überzogen.

Ursachen

Wer durch eine Aberration stirbt, erhällt das Aberante Mal, mit dem Ackt der Widerbelebung.

Symptome

Die Kreatur verwandelt sich immer mehr in eine Abberration.   Kreatur lernt den Mind Sliver Cantrip. Jeden Morgen muss von der Kreatur, die das Mal trägt 1d100 auf diesem Table Unstable Mutation Table (Grimm Hollow S. 43) gewürfelt werden:
d100 effect
1-4 You can cast the detect thoughts spell once before finishing a long rest requiring no components.
5-8 Your body becomes formless. You have disadvantage on Dexterity saving throws.
9-12 You are effected by the mind blank spell.
13-16 You start to become rigid and brittle, making resting less effective. When you consume a hit dice, you do not add your constitution modifier to the result.
17-20 On your first turn in combat tiny objects within 5 ft of you are flung through the air. A random creature within 40 ft of you must make a DC 15 Dexterity saving throw or take 2d4 bludgeoning damage.
21-24 Your body starts sweating a viscous substance that hardens quickly. You cannot doff armour or change clothes. Dropping, stowing, or interacting with an object requires an action.
25-28 Memories of creatures near you become sharp and clear. All creatures within 30 ft of you add double their proficiency bonus on intelligence checks made to recall information.
29-32 You immediately throw up a thick, black ichor and begin feeling nauseous. You do not benefit from the effects of any food, drink, or potions consumed.
33-36 Headaches and nosebleeds plague humanoids close to you. Every humanoid within 30 ft of you has disadvantage on Perception checks.
37-40 You are only able to form one-word sentences in a guttural voice you do not recognise. You can still cast spells with verbal components.
41-44 Psycic power builds builds in your mind. Before the next long rest, you can use your bonus action to assault a target you can see with 60 ft of you. The target must succeed on a DC 14 Intelligence saving throw or take 4d10 psychic damage.
45-47 Your legs become unresponsive and difficult to move. Your movement speed decreases by 10 feet.
48-49 Lurking fears become nightmares. Any creature finishing a short or long rest within 120 ft of you must succeed on a DC 10 saving throw or gain no benefit from the rest.
50 Nothing happens.
51-53 Any creature within 30 ft of you gains the ability to communicate telepathically with any creature within 60 ft. If the target understands any language it can respond telepathically.
54-57 Your arms periodically have a will of their own, causing your reaction speed to slow while you regain control of them. You have disadvantage on Dexterity ability checks to determine initiative order.
58-61 You can sense the presence of nearby minds. You gain advantage on perception checks made to locate other creatures within 120 ft of you.
62-65 Your skin quivers and shifts, while your appearance constantly changes. Every 30 seconds a defining feature of appearance changes, such as hair colour, facial features, or body proportions.
66-69 Creatures within 30 ft of you suffer from disjointed thoughts and difficulty concentrating. Creatures have disadvantage on on intelligence checks and saving throws to maintain concentration on spells.
70-73 Your body begins fighting against any form you take. You cannot make reactions.
74-76 You hear strange whispers in your mind. They are fragments of the thoughts of other creatures nearby. You gain advantage on insight checks.
77-81 Your body becomes formless and winding. You become immune to the grappled and restrained conditions.
82-85 You can cast the telekinesis spell once per long rest.
86-88 If you would gain hit points from a spell or ability other than your own, you gain that many hit points plus your Constitution modifier instead.
89-91 Thoughts close to you attract ambient psychic energy. Creatures within 30 ft of you gain resistance to psychic damage.
92-95 Feelings of fear or anger lash out from your mind. On your first turn in combat all creatures within 60 ft of you must succeed on a DC 15 intelligence saving throw or take 2d6 physic damage.
96-99 Your mind fills with compassion and joy. You gain advantage on Wisdom and Charisma saving throws, but disadvantage on attack rolls.
100 The intelligence of every beast within 120 ft of you becomes 10, if it wasn’t higher alreadyvand the beast can speak common and sylvan. These changes are permanent

Behandlung

Das Mahl verschwindet wenn:
  • Die Kreatur stirbt
  • Eine Gottheit eingreift
  • Wish oder greater restauration gecaset wird
  • Von einer Freund*in remove Curse gecastet wird, während eine noch nasse Schwarze Perle gehalten wird.

Kulturelle Wahrnehmung

Der Anführer des Vecna Kults in Pakoč trägt ein Aberrantes Mal und will lernen es zu kontrollieren.
Typ
Magical

Remove these ads. Join the Worldbuilders Guild

Kommentare

Please Login in order to comment!