Rembert Höger, the many who came to be known as the Door to Many Worlds, was once an unassuming scribe, who made the mistake of reading out loud as he transcribed a tome that had slipped into his pile of works. The Unspeakable Oath to Vhor'krutl spoken, he was granted the powers of a Warlock, and discovered despite his intentions that he was quite good at it. Over the span of two decades, he amassed vast powers and accomplished great deeds in the world. But too many oaths led down paths of forbidden and abominable deeds, and finally all that he was was given over to his monstrous master.
Now, he walks the earth as something no longer truly human, driven by an alien intelligence and struggling to recall fragments of mortal life. In form, he appears a ragged, dusty human with unknowable patterns somehow embossed into his skin, covering his body. Something about his form seems pathetic and unnatural, and he is often mistaken for a beggar. When wounded, his skin splits like that of an overripe fruit, and horrid limbs reach through to claw at those who would harm him. Where his blood falls, tiny aberrant creatures wriggle forth from the fabric of reality, joining and growing until they can protect their once-master. Rembert can serve as a stereotypical unaware villain, much like Diablo II's Wanderer, ranting in an unknown tongue and perhaps sprouting useful prophecy. Or perhaps Vhor'krutl's hunger for the Material World has grown, and he is actively wandering the earth to spread corruption and weaken its defenses as he draws near. Rembert Höger, the Door to Many Worlds Medium humanoid (once human), Neutral Evil Armour Class 13 Hit Points 116 (21d8+21) Speed 25 feet Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 7 (-2); Wis 9 (-1); Cha 24 (+7) Saving Throws Constitution +6, Wisdom +4, Charisma +12 Skills Arcana +3, Survival +4 Damage Resistances Bludgeoning, piercing, and slashing; Cold, fire, electricity Damage Immunity Psychic Senses Truesight 30 feet; passive Perception 9 Languages speaks only Primordial, understands all spoken words. Challenge 15 (13,000 XP) Aberrant Mind. Any attempt to read Rembert's mind fails, and the creature attempting this takes 14 (4d6) psychic damage. If Rembert is targeted with an attack that would deal psychic damage, the attacking creature takes the psychic damage instead. No Longer Human. When Rembert is hit by a weapon attack that deals bludgeoning, piercing, or slashing nonmagical damage, he ignores the extra damage from any critical hit. Legendary Resistance (3/day). If Rembert fails a saving throw, he can choose to succeed instead. Spring Forth Life. When Rembert takes 10 or more damage from a weapon attack, his blood transforms into a writhing mass of aberrant life, which is treated as a swarm of insects. This should placed within 5 feet of his space immediately, if possible. This insect swarm deals an additional 2 points of psychic damage per attack. Pact Magic. Rembert is a 21st-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can cast dissonant whispers (3d6 psychic damage) and detect thoughts at will and has the following warlock spells known (5 slots, all at 5th level). Cantrips. Eldritch blast (4 beams), mage hand, minor illusion, prestidigitation. Spells Known (5 slots, all at 5th level). Arms of Hadar, banishment, blight, contact other plane, counterspell, crown of madness, darkness, dimension door, dominate person, dream, Evard's black tentacles, hold monster, hunger of Hadar, hypnotic pattern, ray of enfeeblement, unseen servant. Mystic Arcanum (6th). Eyebite. Mystic Arcanum (7th). Forcecage. Mystic Arcanum (8th). Power word stun. Mystic Arcanum (9th). Imprisonment. ACTIONS Multiattack. Rembers can attack once with his dagger and once with each of his horrid protrusions. Dagger. Melee weapon attack: +6 to hit, reach 5 feet, one target. Hit: 3 (1d4+1) piercing damage. Eldritch Blast. Ranged spell attack: +12 to hit, range 300 feet, 4 targets. Hit: 12 (1d10+7) force damage. Horrid Protrusion. Melee weapon attack: +6 to hit, reach 10 feet, one target. Hit: 7 (2d6) bludgeoning damage and Rembert can attempt to grapple the target. LEGENDARY ACTIONS Rembert can take 2 legendary actions per turn, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Rembert regains spent legendary actions at the start of his turn. Dimension Door. Rembert casts Dimension door. Engulf. After Rembert is hit by a melee attack, he can attempt to engulf the attacker. The attacker must make a Dexterity saving throw (DC 20) or disappear through his form and begin hurtling through a nightmare landscape of other planes. If the target is not an Aberration, they take 28 (8d6) psychic damage at the start of their turn while in this nightmare landscape of planes. At the end of their turn, they can make another saving throw. On a success, they return to the space they previously occupied, or the nearest space, if that space is now occupied. Horrid Protrusion. After Rembert is damaged by a melee attack, he sprouts one horrid protrusion as his skin splits open and tentacles, fanged claws, or a maw filled with his bones appears. He can make one attack with this horrid protrusion immediately. When he uses this legendary action again, a second horrid protrusion forms, and so on. Also posted on Game Masters Stash on 18 September 2021. Comments are closed.
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