Now a slime in the shape of a human an alluvium looks like it should fall apart at any moment. Beneath translucent skin, a few connecting strands of grey muscle amid sea glass-colored bones flex and twitch whenever the thing moves. Bloodshot eyes are held in place by piercing bone spurs with a thin film of ooze over them to keep them from drying out. Intestines writhe below the organs like an agitated jellyfish. The rest of the semi-solid gel where meat once was resembles murky water. Patches of cilia sprout from the surface on the creature’s shoulders and sides, drinking in strange sensory data. The only remnants of a humanoid body which remains in a quagsire is its circulatory structure, now a vibrant, crimson lattice pulsing through its gelatinous form. A forest of cilia spread across its flanks. The nubs of retractable pseudopods dot the quagsire’s abdomen. Instead of eyes knots of sea glass like gristle float within the face. The breastplate the alluvium paragon wears was absorbed into its body long ago and floats just beneath the surface. Likewise, the rapier it carries hangs off of a corded steel belt partially within the abomination. Though, it prefers to attack with its arcane sword
Gruesome Grandmaster. While an eldritch coagulant rules an alluvium colony it is the quagsire who commands its day-to-day activities. Always the pinnacle of power within the organization the colony lurks within the quagsire frequently hosts dignitaries, rich merchants, and heroes from around the area. It does this not only to maintain the colony's facade but to scout out potential enemies or converts. Frequently, the quagsire will also sponsor bands of adventurers, sending them out against various threats across the region. This helps the colony take care of competitors and keeps pesky do-gooders out of their hair at the same time. Once the heroes grow powerful enough to be a threat or seem ripe for recruitment, the alluvium leader makes its move.
Quagsire
Medium Humanoid, neutral evil
Str 11 Dex 16 Con 13 Int 16 Wis 15 Cha 18
Skills. Arcana +5, Deception +5, Perception +5, Persuation +5
Damage Immunities
acid, slashing
Senses darkvision 60ft, passive Perception 18
Amphibious
The quagesire can breath both air and water.
Magic Resistance
The quagsire has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The quagsire's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no components:At will: detect thoughts, see invisibility
1/day each: chain lightning, arcane sword
Actions
Multiattack
The quagsire makes two melee weapon attacks as one action.
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7(1d8+3) piercing damage.
Pseudopod
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5(1d6 + 3) bludgeoning damage plus 7(2d8) acid damage
Ooze Blast (Recharge 5-6).
The quagsire spews a 60-foot cone of sticky muck. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) acid damage and be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
The qu1gsire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The quagsire regains spent legendary actions at the start of its turn.Lash (1 point): The quagsire makes a pseudopod attack.
Sire (2 points): The quagsire spawns an ochre jelly in an unoccupied, adjacent square.The quagsire cannot use this ability again until the ochre jelly is dead. The ochre jelly follows the quagsire's commands.
Ooze Blast (2 points): The quagsire uses its Ooze Blast action if able.
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