Skip to main content

Relict Minion: Tallow Luminary




In its natural form, a tallow is a humanoid figure of around six feet in height with blocky features. Its waxen skin holds an oily sheen, broken here and there by a wire framework beneath. Its hair is nothing more than a mess of candle wicks, and its eyes are glazed marbles. While the tallow is genderless it adopts whatever sex The Relict assigns to it and dress accordingly. When the construct assumes the appearance of another race its pallid flesh bubbles and pops while reshaping into what it desires.

The eldest of the tallow, luminaries enjoy a mastery of their innate magic approaching that of the Relict herself. They either serve as Mother's personal guard, or manage an entire kingdom's tallow population why the Relict is away. Most find wearing a mortal mask distasteful, preferring their unnatural form unless absolutely necessary. The Relict allows this personality quirk, feeling that the most mature of her progeny have earned the right to be themselves.

Unquenchable Flame. The luminary enjoys a level of control over flame which invokers across the realm envy. Their preternatural connection to an alien fire allows them to manifest a flaming weapon with impunity, and repay slights in battle with searing pain. Strangely, they can also temporarily burn their essence away from the weave of reality which renders them immune to divining magic. Luminaries also share a deranged fascination of fire and often become serial arsonists and cover their abodes in everburning candles and lanterns.

Tallow Luminary

medium construct, lawful evil

Armor Class 16 (natural armor)

Hit Points 115 (14d8 + 52)

Speed 30ft

Str 16 Dex 15 Con 16 Int 12 Wis 12 Cha 16

Saving Throws Str +6, Con +6

Skills Deception +6, History +3, Perception +3

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Damage Immunities fire, poison

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60ft, passive Perception 13.

Languages common, ignan.

Challenge 7 (1800 XP)

Amorphous:

The Tallow can move through a space as narrow as 1 inch wide without squeezing.

Ever Burning:

The tallow luminary does not need to maintain concentration on a Flame Blade spell that it casts. Once case its Flame Blade spell cannot be dispelled.

Innate Spellcasting:

The tallow is a 7th level spellcaster. The tallow can innately cast without needing spell components, Its innate spellcasting ability is Charisma (DC 14, +6 to hit with spells.)

At will: create bonefire, firebolt, produce flame

3/day: burning hands, hellish rebuke

1/day: flame blade, nondetection

Subsume:

The tallow can absorb a tiny piece of equipment into its body, or take a subsumed piece of equipment out of its body as a bonus action.

Surprise Attack:

If the tallow surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack:

The luminary makes two attacks as one action.

Dagger:

Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 3) piercing damage.

Flame Blade:

Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 14 (4d6) fire damage.

Malleable Features.

As an action, the tallow can transform its appearance or revert to its natural form. This cannot exactly duplicate an individual but grants the tallow advantage on Deception checks to imitate an individual or conceal its true nature. When the tallow dies it reverts to its natural form. If a tallow suffers 5 or more fire damage in a single attack it reverts to its natural form until the start of its next turn, at which point its transformed appearance re-solidifies.

The tallow can assume a shape that is either Medium or Small. It can change its weight, facial features, the sound of its voice, hair length and any other distinguishing characteristics. It can appear as a member of any humanoid race, though its statistics never change. Its clothing and other equipment do not change.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...