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.
Mouths. That's the first thing one notices about all the aphasiaemiter. The Mouths. Dozens of mouths glide along the surface of its crystal core like a colony of lazy slugs; lips, teeth, and tongue. All of them are stolen from the elemental's victims save one stretched wide atop its head in a perpetual silent scream. The aphasiamiter's body resembles a tower with stubby legs and a ring of thick nodules along the middle.
Analeptician Aphasiaemiter
Medium elemental (analeptician), chaotic evil
Armor Class
17 (natural armor)
Hit Points
110 (13d8 + 52)
Speed
30ft
Str 13 Dex 18 Con 18 Int 7 Wis 18 Cha 14
Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 14
Languages
Analeptician, telepathy 120 ft.
Challenge
7 (2,900 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.
Magic Resistance.
The analeptician has advantage on saving throws against spells and other magical effects.
Muddling Air.
Whenever a non-analeptician creature within 20ft attempts to take a Bonus Action, it must succeed on a DC 15 Intelligence save or is unable to take a Bonus Action until the start of its next turn.
Actions
Multiattack.
The analeptician makes three attacks; only one of which may be Glossolalia or Steal Speech.
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage
Telekinetic Bolt.
Ranged Spell Attack: +7 to hit, range 60/120 ft., one target. Hit: 10 (3d6) force damage.
Steal Speech.
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 unable to Speak and Deafened until the end of its next turn.
Glossolalia.
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 unable to Speak any Languages they know. Instead, they gain the ability to speak another random language. This effect lasts until the start of the analeptician's next turn.
Bloody Chorus (Recharge 5-6).
The analeptician compels all non-elemental creatures within 30ft of it to use their reaction to scream a stream of words at the top of their lungs. These creatures must succeed on a DC 15 Constitution save or be Incapacitated until the end of their next turn from the strain. If a creature is unable to speak and fails this save, they suffer 20 (6d6) psychic damage instead.
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