Skip to main content

Groom Minion: Advanced Nepenthe Cultists




There are certain personalities that are attracted to the cold, beautiful abomination known as Groom; the dispossessed, the lost, and the suicidal. Once in the construct's orbit, their minds warp as they are exposed to the dead shard of divinity within the stoic destroyer. Their already fragile grasp on reality melts away and they become obsessed with garnering the Groom's acceptance and love. Unfortunately, the living golem is capable of neither. However, the Groom will use their infatuation to fulfill his aims. Often that is destroying the order and peace in a region so he can usurp control, or just because he loathes the honor and love the local powers represent. From time to time, the Groom mobilizes them against his hated creator and foe, the Relict.

Lineament. If the cult exists for more than a couple of months inevitably a handful of its members improve their oblivion connection to the point where they become lineaments. No longer strictly mortal creatures, their body is infused to the marrow with entropic power. On top of a completely blackened face and mirror-like eyes, a lineament's outline is traced by a solid, black 'glow' no matter the angle one views them from. With focus, this abyssal contour explodes from their body and their enemies a taste of the end to all things.

Bliss. No longer a person, a nepenthe bliss is the precipitate of psyche-obliterating meditations and rites stretching over years. Because of the high potential for self-destruction among the nihilism-fuel fanatics running across a bliss is incredibly rare. The bliss can be best described as a hazy afterimage of a person. Much like the apparitional lethe, its face is a dark cavity with glassy, unblinking eyes. The rest of its body is monochrome and greyed, though still quite substantial thanks to the spike-ridden plate mail the Groom gifts them. That is until the bliss lets their husk rupture and the horror's true nature rolls out; a shard of the cold, life-snuffing gap between the spheres.

Unfortunately, upon their apotheosis, the otherwise aloof Groom actually takes a keen interest in the bliss. The effects of this are two-fold. One, the rest of the cultists foolishly believe they one day will eventually reach this stage and thus earn the Groom's 'love'. Two, the golem takes the ageless bliss into his confidence and keeps them on even after the chaotic congregation burns itself out. They become his agents in the world and at times honor guard. Though, with their deteriorated minds they act more like puppets than anything else.

Nepenthe Lineament

medium humanoid, chaotic evil

Armor Class 15 (scale mail armor)

Hit Points 71 (11d8+22)

Speed 30ft

Str 14 Dex 10 Con 14 Int 7 Wis 16 Cha 7

Saving Throws Con +5, Wisdom +6 Damage Resistances cold, poison, psychic

Condition Immunities frightened, poisoned

Senses darkvision 60ft, passive Perception 13.

Languages common, deep speech

Challenge 5 (1800 XP)

Thoughtless:

The nepenthe cultist has Advantage on saving throws against enchantment spells and charm effects.

Wisp of Oblivion:

Once per day the nepenthe cultist becomes an ethereal silhouette and may use its turn to mimic the effects of the Misty Step spell. All creatures within 5ft of where the cultist appears must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn.

Actions

Multiattack:

The cultist makes two melee attacks or two ranged attacks as one action.

Longsword:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded two-handed.

Heavy Crossbow:

Range Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d10) piercing damage.

Annihilation Burst (Recharge 5-6):

The nepenthe lineament malignant outline erupts from its form. All creatures within 10ft of the cultist moved from must succeed on a DC 14 Wisdom saving throw or take 10 (4d4) cold damage and 10 (4d4 psychic damage) as well as being stunned until the end of its next turn.

Reactions

Greater Entropic Strike.

When the nepenthe cultist hits with a weapon attack it may use its reaction to force the struck creature to make a DC 13 Wisdom saving throw. On failure, the creature takes an additional 7 (3d4) cold damage and 7 (3d4) psychic damage.

Nepenthe Bliss

medium abberation, chaotic evil

Armor Class 18 (platemail armor)

Hit Points 115 (14d8+52)

Speed 30ft

Str 16 Dex 15 Con 16 Int 5 Wis 16 Cha 6

Saving Throws Str +6, Con +6, Wisdpm +6

Damage Immunities cold Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities frightened, poisoned

Senses darkvision 60ft, passive Perception 13.

Languages common, deep speech

Challenge 7 (1800 XP)

Empty Mirror:

The nepenthe sublime has Advantage on saving throws against enchantment spells and charm effects. If the sublime succeeds on a save against an enchantment spell or effect, the creature casting the spell or using the ability must make a new save against that spell or ability at the same DC as if the sublime cast the spell or used the ability.

Wisp of Oblivion:

Once per day the nepenthe cultist becomes an ethereal silhouette and may use its turn to mimic the effects of the Misty Step spell. All creatures within 5ft of where the cultist appears must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn.

Actions

Multiattack:

The cultist makes two attacks as one action.

Longsword:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded two-handed.

Crossbow:

Range Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Fog of Eradication (Recharge 6):

The sublime becomes a swirling cloud of frigid, enervating energy with a radius of 30ft until the beginning of its next turn. During this time the sublime becomes immune to cold, poison, bludgeoning, piercing, and slashing damage and resistance to acid, fire, lightning, and thunder damage. It becomes immune to the frightened, incapacitated, stunned, petrified, poisoned, and prone conditions. It cannot move or take reactions.

All creatures that begin their turn within the fog or enter the fog must succeed on a DC 14 Wisdom save or take 12 (5d4) cold damage and 12 (5d4) psychic damage and suffer the effects of the Confusion spell for the next minute. At the end of each turn a confused creature may repeat this save, effect ending on success.

The fog of eradication also pulls creatures and objects to it due to unnatural gravity. All creatures that begin the turn within 30ft of the fog cloud (within 60ft of the sublime) must succeed or a DC 14 Strength save or be drawn in a straight line into the fog of eradication and placed in the first 5ft square in that straight line. If that square is already occupied by a creature a size or smaller both creatures are knocked prone in that square. If that square is occupied by a larger creature then the drawn creature is knocked prone in that square.

Once the fog of eradication ends the nepenthe sublime may reform within any unoccupied square within 30ft that was within the fog cloud.

Reactions

Greater Entropic Strike.

When the nepenthe cultist hits with a weapon attack it may use its reaction to force the struck creature to make a DC 13 Wisdom saving throw. On failure, the creature takes an additional 7 (3d4) cold damage and 7 (3d4) psychic damage.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...