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Analeptician Egowracker




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.


A column of veiny crystals at its spiraling core, the egowracker still sparks fleshy arms and legs. The former appendages glide along the twisted spirals along a long network of spider-webbed sinew, each of the three limbs ending in scything claws of thin crystal. It only sports two legs that attach to a fleshly nodule atop the core rests. While the egowracker looks like it should tip over whenever it moves, it remains upright and as quick as any human. A clutch of eyes floats within the crystal columns, swimming about like a school of tadpoles wherever the elemental's attention falls. Most often, that attention rivets on people who think highly of themselves on which the egowracker gorges like a toddler handed sweets.

Analeptician Egowracker

Medium elemental (analeptician), chaotic evil

Armor Class 17 (natural armor)

Hit Points 97 (13d8 + 39)

Speed 30ft

Str 15 Dex 14 Con 17 Int 7 Wis 18 Cha 11

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.

Confidence Sink.

Non-analeptician creatures within 20ft of the elemental cannot gain Advantage.

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.

Actions

Multiattack.

The analeptician makes two attacks; only one of which may be a Psyche Smash.

Claws.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage

Telekinetic Bolt.

Ranged Spell Attack: +6 to hit, range 60/120 ft., one target. Hit: 7 (2d6) force damage.

Psyche Smash.

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 Incapacitated until the end of its next turn.

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