A tick buried into the skin of reality, Sym'bluhns superficially resembles a giant, bloodsucking insect. Scabrous flesh covers the sides of its bloated, purple abdomen of gelatinous goo and quivering hairs as tall as a halfling. Sym'bluhns’ axe-like head always bears eight porcelain masks arranged five and three on the two halves of the head. These masks are ever-changing based on the thing’s needs or when it ‘gifts’ one to a creature. A pair of claws hang from its body, similar to lobster’s weapons but also made from leathery meat. When hungry, a sinuous tendril with a tooth-lined gullet slithers from its center mass and plunges into its prey.
Sym'bluhns’ feeds on both living things' liquids and their sanity. It appears to only want to eat most of the time but clearly has other inscrutable plans for the real world. The masks it produces can be fused with other creature’s faces, dominating their will to serve the aberration’s needs. Sometimes this is to simply bring it food, other times uncanny artifacts and strange stones. Cultists that fall under the Elder Tick’s sway cover their faces with stylized masks as well, the most fanatic anchoring them to their skulls. They seek to summon Sym'bluhns into material plan, so it may glut and bring a discordant existence to all.
Sym'bluhns
Large aberration, chaotic evil
Burrow 50ft
Swim 50ft
Str 28 Dex 22 Con 30 Int 23 Wis 21 Cha 27
SkillsDeception +15, Insight +12, Performance +15
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses
truesight 120 ft., passive Perception 15
Amorphous.
Sym'bluhns can move through a space as narrow as 1 inch wide without squeezing.Ethereal Sight.
At the start of her turn, Sym'bluhns affixes a mask to a creature she is grappling with her claw. The creature must succeed on a DC 23 Constitution save or the mask fuses with their skin and they become charmed by Sym'bluhns. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that Sym'bluhns mentally chooses. The target can act normally on its turn if Sym'bluhns chooses no creature or if none are within its reach.
The creature remains charmed by Sym'bluhns until the mask is removed with a successful DC 23 Strength check. The mask can also be destroyed. It has a AC of 18, 25 hit points and is immune to psychic and poison damage. Sym'bluhns may have 8 such masks affixed at any one time.
Corrode Reality.
Any non-artifact weapon made of metal that hits Sym'bluhns corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition made of metal that hits Sym'bluhns is destroyed after dealing damage. If struck by a magical weapon, the weapon's wielder must succeed on a DC 20 Wisdom save or the weapon suffers the above effect. Non-magical weapons receive no save.
Sym'bluhns can eat through 1 foot-thick, nonmagical metal and stone in 1 round.
Whenever Sym'bluhns successfully saves against a spell, the spell's caster must succeed on a DC 20 save using their spell-casting attribute or expend an additional spell slot of that spell's level.
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