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Analeptician Idhunter




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.


Slim and gaunt, the idhunter still resembles a humanoid in some respects. It has a head, arms, and legs. The arms and legs, though are spread out thanks to large pockets of blood-streaked crystal at each join. The head resembles a cracked geode with a still-living brain nestled within the bowl. This brain languidly pulses, though the clawed beast is far from lazy. Craving impulses as addicts do a drug, the idhunter sucks the will to go above and beyond from others. Many find themselves sluggish and slow to react in its presence. Thus, they also find themselves dead.

Analeptician Idhunter

Medium elemental (analeptician), chaotic evil

Armor Class 17 (natural armor)

Hit Points 60 (8d8 + 24)

Speed 30ft

Str 18 Dex 14 Con 16 Int 7 Wis 17 Cha 10

Damage Resistances force, psychic

Senses darkvision 60 ft., passive Perception 13

Languages Analeptician, telepathy 120 ft.

Challenge 5 (1,800 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.

Impulse Control.

Non-analeptician creatures within 30ft of the elemental cannot Dash, Disengage, Help, Improvise, or Shove unless they first succeed on a DC 14 Wisdom save.

Actions

Multiattack.

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

Claws.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage

Telekinetic Bolt.

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

Psyche Slice.

Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (4d6) psychic damage. In addition, the creature must succeed on a DC 14 Wisdom saving throw or be under the effects of the Confusion Spell until the end of its next turn.

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