This hooded spirit superficially resembles an umbrella due to its unsettling shape. Its crown is a thin, mushroom-like shape from which a brier of inky veins hang. The majority of the squirm usually squeezes together in a central trunk with a few vile appendages for grasping and locomotion. A quartet of blanched eyes floats along these arteries.
Puppeteer. The parasoul crawls onto its victim, usually when they sleep, and slithers its veins into theirs. Within moments, the alien undead fully infests the host with its hood shutting closed over the head before disappearing. The possessed creature becomes a parasomniac under the parasoul's direction. In turn, the parasoul furthers Hypatatos the Dreamhunter's agenda, tormenting and dominating the waking.
Parasoul
Tiny undead, Chaotic Evil
Armor Class
13
Hit Points
52 (15d4 + 15)
Speed
10ft
Fly
30ft (hover)
Str 3 Dex 16 Con 12 Int 13 Wis 16 Cha 20
Damage Resistances psychic
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Sensesdarkvision 60 ft., passive Perception 13
Languages-
Challenge
12 (8400 XP)
Doom and GloomAll light sources within 30ft around the parasoul dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 17 Wisdom save or have Disadvantage on attack rolls and skill checks until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Incorporeal.
The parasoul can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Turn Resistance.
The parasoul has advantage on saving throws against any effect that turns undead. If the parasoul is possessing a humanoid it is immune to turn undead.
Actions
Compressing Fear.
Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 20 (6d6) necrotic damage. In addition, the creature must succeed on a DC 17 Charisma save or be Incapacitated until the end of its next turn. Creatures that are immune to the Frightened condition automatically succeed on this save.
Parasomnia Possession (Recharge 6).
One Humanoid that the parasoul can see within 5 ft. of it must succeed on a DC 17 Charisma saving throw or be possessed by the parasoul; the parasoul then disappears, and the target is Incapacitated and loses control of its body. Creatures that are asleep have Disadvantage on this save. The parasoul now controls the body but doesn't deprive the target of awareness. The parasoul can't be targeted by any Attack, spell, or other Effect, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the Parasomniac's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies.
The possession lasts until the body drops to 0 Hit Points, the parasoul ends it as a Bonus Action, or the parasoul is forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the parasoul reappears in an unoccupied space within 5 ft. of the body. The target is immune to this parasoul's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
If the body drops to 0 hit points it automatically stabilizes at 0 hit points and rises as a sleepwalker. 1d4 rounds later unless healed.
A black shadow hovers over the parasomniac's head and spreads a tangible gloom around the poor soul. Black veins consume its visage and spread down its neck and across its torso and arms. The possessed humanoid moves in jerky, unpredictable ways which fill onlookers with paralyzing unease. The nightmare infestation coalesces into hard, ebon tooth and claws.
Parasomniac
Medium humanoid, Chaotic Evil
Armor Class
13
Hit Points
90 (12d8 + 36)
Speed
30ft
Str 14 Dex 16 Con 17 Int 13 Wis 16 Cha 20
Saving Throws Cha +7
Skills Acrobatics +5, Stealth +5
Damage Resistances cold, necrotic, poison
Condition Immunities charmed, frightened
Sensesdarkvision 60 ft., passive Perception 13
Languages-
Challenge
-
Contortions.
By twisting its limbs and joints, the parasomniac can squeeze through any space up to one size category smaller than its size.
Doom and GloomAll light sources within 30ft around the parasomniac dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 17 Wisdom save or have Disadvantage on attack rolls and skill checks until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Innate Spellcasting.
The parasomniac's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. Creatures that are immune to the frightened condition gain Advantage on saves against its spells.
At Will: Hex
Nightmare Conduit.
All friendly creatures that attack a creature affected by the parasomniac's hex with a melee weapon deal an additional 1d6 necrotic damage.
Spider Climb.
The parasomniac can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack.
The parasomniac makes two claw and one bite attack as one action.
Claw.
Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit 8 (2d4+3) slashing damage plus 18 (4d8) cold damage
Bite.
Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage plus 18 (4d8) psychic damage.
Reactions
Spasm.
The parasomniac adds 4 to its AC against one melee attack that would hit it. To do so, the parasomniac must see the attacker. If this attack then misses the creature that made the attack must succeed on a DC 17 Charisma save or be Stunned until the end of its turn. Creatures that are immune to the Frightened condition are immune to this secondary effect.
Fly 30ft (hover)
Str 3 Dex 16 Con 12 Int 13 Wis 16 Cha 20
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Sensesdarkvision 60 ft., passive Perception 13
Languages-
Challenge
12 (8400 XP)
Doom and Gloom
All light sources within 30ft around the parasoul dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 17 Wisdom save or have Disadvantage on attack rolls and skill checks until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Incorporeal.
The parasoul can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Turn Resistance.
The parasoul has advantage on saving throws against any effect that turns undead. If the parasoul is possessing a humanoid it is immune to turn undead.
Actions
Compressing Fear.
Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 20 (6d6) necrotic damage. In addition, the creature must succeed on a DC 17 Charisma save or be Incapacitated until the end of its next turn. Creatures that are immune to the Frightened condition automatically succeed on this save.
Parasomnia Possession (Recharge 6).
One Humanoid that the parasoul can see within 5 ft. of it must succeed on a DC 17 Charisma saving throw or be possessed by the parasoul; the parasoul then disappears, and the target is Incapacitated and loses control of its body. Creatures that are asleep have Disadvantage on this save. The parasoul now controls the body but doesn't deprive the target of awareness. The parasoul can't be targeted by any Attack, spell, or other Effect, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the Parasomniac's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies.
The possession lasts until the body drops to 0 Hit Points, the parasoul ends it as a Bonus Action, or the parasoul is forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the parasoul reappears in an unoccupied space within 5 ft. of the body. The target is immune to this parasoul's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
If the body drops to 0 hit points it automatically stabilizes at 0 hit points and rises as a sleepwalker. 1d4 rounds later unless healed.
A black shadow hovers over the parasomniac's head and spreads a tangible gloom around the poor soul. Black veins consume its visage and spread down its neck and across its torso and arms. The possessed humanoid moves in jerky, unpredictable ways which fill onlookers with paralyzing unease. The nightmare infestation coalesces into hard, ebon tooth and claws.
Parasomniac
Medium humanoid, Chaotic Evil
Str 14 Dex 16 Con 17 Int 13 Wis 16 Cha 20
Skills Acrobatics +5, Stealth +5
Damage Resistances cold, necrotic, poison
Condition Immunities charmed, frightened
Sensesdarkvision 60 ft., passive Perception 13
Languages-
Challenge
-
At Will: Hex
Contortions.
By twisting its limbs and joints, the parasomniac can squeeze through any space up to one size category smaller than its size.
Doom and Gloom
All light sources within 30ft around the parasomniac dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 17 Wisdom save or have Disadvantage on attack rolls and skill checks until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Innate Spellcasting.
The parasomniac's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. Creatures that are immune to the frightened condition gain Advantage on saves against its spells.Nightmare Conduit.
All friendly creatures that attack a creature affected by the parasomniac's hex with a melee weapon deal an additional 1d6 necrotic damage.
Spider Climb.
The parasomniac can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack.
The parasomniac makes two claw and one bite attack as one action.
Claw.
Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit 8 (2d4+3) slashing damage plus 18 (4d8) cold damage
Bite.
Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit: 6 (1d6+3) piercing damage plus 18 (4d8) psychic damage.
Reactions
Spasm.
The parasomniac adds 4 to its AC against one melee attack that would hit it. To do so, the parasomniac must see the attacker. If this attack then misses the creature that made the attack must succeed on a DC 17 Charisma save or be Stunned until the end of its turn. Creatures that are immune to the Frightened condition are immune to this secondary effect.
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