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Veiled Seizeran




Arousing and ailing, sensual and sickly, the veiled seizeran is, at first glance, a comely woman swathed in nigh-translucent veils. What can be seen of her soft skin appears feverish with desire. Up close, however, the beads of diseased sweat clearly shimmer across her multicolored raiment… for it is nothing more than thin flaps of infectious skin sticking to the aberration’s false curves. Those contours too are a lie, consisting of carbuncles and fatty sores. Somewhere under it all remains the humanoid woman the veiled seizeran once was, even if it is her all-too becoming eyes.


Polluted Harem. While The Pariah is incapable of love and even lust, he still gathers paramours who give their heart, bodies, and souls to him. These poor women, often drawn from either the untouchable or most-vaulted classes, end up having all three aspects offered twisted by his ‘adoring’ caresses. The unique boils that break out across their body make it impossible to don even the lightest clothing without excruciating pain. This is fine by the enthralled woman and soon enough their sloughing skin spreads and blooms into an attire more pleasing to the caliph of contamination. Within a week of being accepted into the Pariah’s chambers, such as they are, the humanoid completes their devolving into a veiled seizeran; forever doomed to dance for his pleasure and spread his pestilence.


Veiled Seizeran

Medium aberration, neutral evil

Armor Class 13

Hit Points 78 (12d8 + 24)

Speed 40ft

Str 8 Dex 16 Con 15 Int 13 Wis 11 Cha 18

Saving Throws Wis +2, Cha +6

Skills Deception +6, Perception +2, Stealth +5

Senses darkvision 60 ft., passive Perception 12

Damage Resistancesnecrotic, poison

Condition Immunitiesexhaustion, poisoned

Languages Common and Deep Speech

Challenge 4 (1100 XP)

Freedom of Movement.

The veiled seizeran gnores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Actions

Multiattack.

The veiled seizeran can make 1 claw attack and use one of her seven veils as one action.

Claws.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4) slashing damage.

The Seven Veils.

The veiled seizeran peals off a section of her translucent flesh and flings it at a humanoid she can see within 60ft. This is a ranged weapon attack with a +5 to hit and ignores cover penalties. When the veil hits, the seizeran chooses one of the veil effects below. A creature cannot be affected by more than one effect. The seizeran cannot choose an effect that has a veil currently active.


Veils can be removed by the creature or an adjacent ally by taking an action and succeeding on a DC 13 Strength roll.


The Black Veil. A sheer swath as black as death. At the start of each of its turns, the victim takes 1d6 necrotic damage.


The Consuming Veil. A tooth-lined swatch of flesh that chews on its target. The victim is grappled and takes 1d4 Piercing damage at the start of each if its turns.


The Puppet's Veil. A sallow stretch of skin and moldering bones that fuses to the victim's spine. The victim must succeed on a DC 13 Wisdom save or be charmed and forced to defend the veiled seizeran. While charmed the victim uses the movement, physical statistics, and attacks of a zombie.


The Putrid Veil. A slice of rotting flesh which seeps into the victim's skin. The victim must succeed on a DC 13 Constitution save or be poisoned.


The Quaking Veil. A fleshy wrap that sends the creature into convulsions. The victim must succeed on a DC 13 Constitution save or be paralyzed and fall prone.


The Smothering Veil. A red, oozing cut of flesh that wraps around the creature's face. The victim begins to Choke and is Blinded. The Writhing Veil. A meaty segment crawling with ravenous fever fleas. At the start of each of its turns, the victim takes 1d6 poison damage.

Optional Rule: Carbuncle Cortege

After fighting a veiled seizeran, all creatures struct by one of her seven veils must succeed on a DC 13 Consitution save or contract this disease. The creature manifests painful rashes puncutated by clusters of pus-filled boils. These boils make it difficult to move and cause additional agony when popped.


While infected, the creature reducess their Speed by 5ft and cannot take the Dash action. Whenever the creautre is struck with a bludgeoning weapon, they take an additional 1d6 necrotic damage from the bursting boils.


At the end of each day, the creature may repeat this save. After three successful saves, the infection ends. However, some scarring may remain.

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