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Analeptician Mindbreaker




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.


Often moving on all fours, the mindbreaker blends humanoid and reptile thanks to a blend of crystal and flesh. The crystalline growths run along its spine like scary spikes, the blood veins within the rock pulsating at pysche-disrupting intervals. Its head is a large, jagged prism erupted from betwixt the shoulders in which the stringy remains of grey matter form a macabre impurity. The mindbreaker's arms end in bulbous chunks of crystal and bone. These extremities make effective clubs as the elemental horror stands like a man whenever it fights.

Analeptician Mindbreaker

Medium elemental (analeptician), chaotic evil

Armor Class 17 (natural armor)

Hit Points 85 (10d8 + 40)

Speed 30ft

Str 16 Dex 14 Con 18 Int 7 Wis 17 Cha 9

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.

Discordant.

Whenever a non-analeptician creature makes a Constitution (Concentration) check within 20ft of the analeptician, they do so with Disadvantage.

Actions

Multiattack.

The analeptician makes two attacks; only one of which may be a Memory Jab

Slam.

Melee Weapon Attack: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage

Telekinetic Bolt.

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

Memory Jab.

Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (4d6) psychic damage. In additional, the creature must succeed on a DC 14 Wisdom save or be unable to use any spellcasting abilities until the end of its next turn.

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