Skip to main content

Analeptician Angstmonger




Analepcticians were supposed to be the cure, not the disease. Tailored by someone part snake oil salesman, part alchemist, and zero-percent morals, the first doses of the distilled crystals they found on a distant frontier provided immediate mental and physical relief. It turned out this wasn't because it was a medicine. Oh no. The crystal is a non-organic ‘fungus’ that eventually takes over its host while budding cysts full of spores. Depending on the arrangement of veiny crystalline growths, an analeptician projects different manners of psychic resonance. Their goal is always the same, to spread the infection and destruction.


The crystalline fiend’s back is covered with a bumper crop of veiny cysts, its fingers converted into clear knives as sharp as fractured obsidian. It's the angstmonger’s face, however, that is the most harrowing. The crystal growths there form an inward spiral which draws the gaze to a meaty abyss that appears to have no end. It is into this psychic hole that the analeptician sucks in the courage of others and spits back out dread itself. It likes to toy with its prey, breaking it both mentally and physically before leaving the battered being curled in the fetal position and a host for budding doom.

Analeptician Angstmonger

Medium elemental (analeptician), chaotic evil

Armor Class 18 (natural armor)

Hit Points 93 (11d8 + 44)

Speed 30ft

Str 13 Dex 16 Con 18 Int 7 Wis 18 Cha 13

Damage Resistances force, psychic

Senses darkvision 60 ft., passive Perception 14

Languages Analeptician, telepathy 120 ft.

Challenge 6 (2,300 XP)

Crystalline Cysts. Disease

Whenever a creature afflicted with Crystalline Cysts ends a long rest, they must succeed on a DC 14 Constitution save or recover 1 less Hit Die than normal for every long rest they have had their current Crystalline Cyst infection. The creature develops one additional crystalline cyst, a hard protrusion of analeptician crystal. If a creature recovers no Hit Dice by failing this save, the infection takes over, the creature dies and arises as an analeptician variant as determined by the Game Master. Generally, the more cysts formed, the more powerful the resulting analeptician will be


On a successful save, the infection ends and all cysts fall harmlessly off of the body as inert rocks.

Cystallized Body.

A creature that touches the analeptician or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) slashing damage.

Death Burst.

When the analeptician dies, it explodes in a burst of parasitic shards. Each creature within 10 ft. of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) piercing damage and 7 (2d6) psychic damage on a failed save, and is afflicted with Crystalline Cysts. On success, the creature takes half as much damage and is not afflicted with Crystalline Cysts.

Tumultuous Miasma.

If a frightened, non-analeptician starts its turn within 30ft of the elemental, they must succeed on a DC 15 Charisma save or be Paralyzed until the end of their next turn.

Actions

Multiattack.

The analeptician makes two attacks; only one of which may be a Valor Puncture

Claws.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage

Telekinetic Bolt.

Ranged Spell Attack: +7 to hit, range 60/120 ft., one target. Hit: 13 (4d6) force damage.

Valor Puncture.

Melee Spell Attack: +7 to hit, range 15 ft., one target. Hit: 17 (5d6) psychic damage. In addition, the creature must succeed on a DC 15 Wisdom save or be Frightened until the end of its next turn.

Dread Bomb (Recharge 5-6).

The analeptician launches a ball of pyshic angst at a point it can see within 90ft which explodes in a 20ft radius. All creatures in the area of effect must succeed on a DC 15 Wisdom save or take 17 (5d6) psychic damage and be frightened until the end of its next turn.

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 ...