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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.

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