Skip to main content

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.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...