Ineffables are chaotic spirits formed at the junctions of the Abyss and the Positive Energy plane. They seethe with purposeless growth and riotous energy. Although they are not malicious, they do not understand mortal life's fragility.
In appearance, Ineffables are constantly growing and shifting, manifesting elements of various creatures and objects they have seen recently. Some Ineffables fixate on specific elements that they have grown fond of- orchids, scissors, spiders, bouncy balls, or other random forms- and attempt to adopt aspect of that thing in all their forms. Some wish to experiment with the mortal realm, some wish only to experience it, some experience an unpleasant buzzing from the light, and just want to go home. Hooks:
INEFFABLE Medium aberration (shapeshifter), Chaotic Neutral Armour Class 19 (natural armour) Hit Points 144 (18d8 + 72) Speed 30ft. Str 15 (+2); Dex 19 (+4); Con 19 (+4); Int 25 (+7); Wis 17 (+3); Cha 18 (+4) Proficiency bonus +4 Skills Arcana +11, History +11, Perception +7 Saving Throws Constitution +8, Charisma +8 Damage Resistances Psychic, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Senses Truesight 120ft., passive Perception 17 Languages Telepathy 60ft., understand all languages Challenge 12 (8,400 XP) Disturbing Presence. Creatures with a Lawful alignment take 3 (1d6) psychic damage if they begin their turn within 20 feet of an ineffable. Any creature that inflicts psychic damage on an ineffable takes 16 (3d10) psychic damage. Innate Spellcasting. An ineffable's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). An ineffable knows and can innately cast any Sorcerer spell up to 5th level at will, requiring no material components. Any time that an ineffable casts a spell in this way, they trigger a Wild Magic Surge (see the PHB, page 104). An ineffable has advantage on saving throws against any effect created by their own wild magic surge, and resistance to damage from any effect created by their own wild magic surge. An ineffable can hold concentration on two spells at once. While maintaining concentration on two spells, the Constitution saving throw DC from taking damage is 15, or the damage taken, whichever is higher. If an ineffable casts a third spell requiring concentration, they may choose which spell to lose concentration on. If they lose concentration due to taking damage, they lose concentration on all their spells. Regeneration. An ineffable regains 11 (2d10) hit points at the start of its turn, as long as it has more than 0 hit points. Shapeshifting. An ineffable constantly shifts their form, and at the start of their turn, they end any effect that changes their form. ACTIONS Chaotic touch. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 3d10 necrotic damage, and the target regains a number of hit points equal to 3d10. A target that has a net result of hit point gain from this touch finds their scars healing over with fresh skin, and small growths of flesh begin to form on them permanently. Adapted from the earlier version of the Ineffable, published on 13 December 2019. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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