Peacock Miraculous: Amokization V2 Image
Prerequisite: You need to wearing the Peacock Miraculous in order to use this feat.
 

Form the Amok

As an Action, you choose an intelligent creature within (20ft x your lvl) that you can see (including yourself).
That creature must willingly accept your offer.
You magically extract a fraction of their emotional essence and infuse it into a feather you can pluck from your fan.
This transforms the feather to a dark-blue colour, turning it into an Amok. (re-word later)


Create the Sentimonster

As a Bonus Action (same turn or later), you imbue the Amok into a construct of your choice. This conjures a Sentimonster, which uses a stat block from the Sentimonster Index.
By blowing the Amok into the air, you can direct it to the item you want to imbue it into as long as it is within (20ft x your lvl) ft of you.
The item you imbue the Amok into must either currently be in the possession of the emotion host, or be close by.
In addition to the stat blocks, additional Augments can be selected to be given to a sentimonster. Augments can be selected from the Augment list and cost Augment slots to add to a Sentimonster. Each Sentimonster stat block has {slots} which shows the total available slots available.
 

Sentimonster Index

You choose one “Form Type” upon creation:

 

1. Guardian Sentimonster (Defender Form) {5}

 
A sturdy protector forged from resolve, duty, or loyalty.
 
Size: Medium or Large
AC: 16
HP: 5 × your level
Speed: 30 ft
 
STR +4 | DEX +1 | CON +3 | INT −2 | WIS +0 | CHA −2
Saving Throws: Con +5
Resistances: Bludgeoning, Piercing, Slashing (non-magical)
Immunities: Charmed, Exhaustion
 
Special Traits:
 
Protective Frame. The Guardian has advantage on Strength checks to shove or block movement.
 
Actions:
 
Multiattack. The Guardian makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, 5 ft reach, 1d8+4 bludgeoning.
 

2. Tracker Sentimonster (Scout Form) {6}

 
Born from curiosity or vigilance, it excels at reconnaissance.
 
Size: Small or Medium
AC: 14
HP: 3 × your level
Speed: 40 ft, climb 20 ft
 
STR +0 | DEX +3 | CON +1 | INT +1 | WIS +2 | CHA −1
Skills: Stealth +6, Perception +4
Immunities: Frightened
 
Special Traits:
 
Keen Senses. Advantage on Perception checks reliant on sight or hearing.
 
Actions:
 
Bite/Claw. Melee Attack: +5 to hit, 5 ft reach, 1d6+2 piercing or slashing.
 

3. Manifest Sentimonster (Emotion-Based Spellform) {8}

 
An abstract embodiment of emotional energy.
 
Size: Small or Medium
AC: 13
HP: 2 × your level
Speed: 30 ft
 
STR −1 | DEX +1 | CON +1 | INT +2 | WIS +2 | CHA +3
Skills: Insight +4
Damage Resistances: Psychic
 
Special Traits:
 
Innate Spellcasting (Emotion). It can cast one of the following 1/day (spell DC = 12 + your proficiency bonus):
• Detect Thoughts
• Calm Emotions
• Silent Image
 
Actions:
 
Psychic Bolt. Ranged Spell Attack: +5 to hit, 60 ft, 1d6 psychic.
 

4. Fury Sentimonster (Berserker Form) {5}

 
A violent beast born from rage, vengeance, or pure adrenaline.
 
Size: Medium or Large
AC: 15
HP: 6 × your level
Speed: 40 ft
 
STR +5 | DEX +1 | CON +4 | INT −2 | WIS +0 | CHA −2
Saving Throws: Str +7
Damage Resistances: Bludgeoning, Piercing, Slashing (nonmagical)
Immunities: Charmed, Frightened, Exhaustion
 
Special Traits:
 
Fury Aura. Creatures within 5 ft take 2 psychic damage, increasing by +2 at levels 10 and 15.
Reckless Attack. Gains advantage on melee attacks this turn; attacks against it have advantage.
 
Actions:
 
Multiattack. Two attacks.
Slam. Melee Attack: +7 to hit, 2d6+5 bludgeoning.
 

5. Bliss Sentimonster (Support/Healer Form) {6}

 
A radiant spirit of joy, comfort, or compassion.
 
Size: Small or Medium
AC: 14
HP: 4 × your level
Speed: 30 ft, hover 10 ft
 
STR −1 | DEX +2 | CON +2 | INT +0 | WIS +3 | CHA +4
Skills: Insight +5, Persuasion +6
Immunities: Frightened
 
Special Traits:
 
Soothing Aura. Allies within 10 ft gain +1 to saves vs fear and charm.
Innate Spellcasting.
• Healing Word (2/day)
• Calm Emotions (1/day)
• Heroism (1/day)
 
Actions:
 
Radiant Gleam. Ranged Spell Attack: +6 to hit, 1d4+2 radiant.
 

6. Phantom Sentimonster (Stealth/Assassin Form) {7}

 
A creeping shadow born from fear, anxiety, or secrecy.
 
Size: Small
AC: 15
HP: 3 × your level
Speed: 40 ft, climb 20 ft
 
STR +0 | DEX +4 | CON +1 | INT +0 | WIS +2 | CHA −1
Skills: Stealth +8, Perception +4
Damage Resistances: Psychic
Immunities: Frightened
 
Special Traits:
 
Shadow Slip. As a bonus action, becomes invisible until the start of its next turn.
Sneak Attack. Deals +2d6 damage (increases to +4d6 at level 11) when it has advantage.
 
Actions:
 
Claw. Melee Attack: +6 to hit, 1d6+4 slashing (+Sneak Attack if applicable).
 

7. Bulwark Sentimonster (Tank/Protector Form) {5}

 
A walking bastion forged from devotion, purpose, or steadfast emotion.
 
Size: Large
AC: 18
HP: 7 × your level
Speed: 25 ft
 
STR +4 | DEX −1 | CON +5 | INT −2 | WIS +1 | CHA −2
Damage Resistances: All non-magical damage
Immunities: Charmed, Frightened, Poisoned
 
Special Traits:
 
Guardian Shield. As a reaction, imposes disadvantage on an attack against a creature within 5 ft.
Immovable Frame. Advantage on saves vs being shoved, restrained, or knocked prone.
 
Actions:
 
Hammerfist. Melee Attack: +6 to hit, 2d8+4 bludgeoning.
 

8. Mirage Sentimonster (Illusionist Form) {8}

 
A trickster spirit created from mischief, creativity, or imagination.
 
Size: Small or Medium
AC: 13
HP: 2 × your level
Speed: 30 ft
 
STR −2 | DEX +3 | CON +1 | INT +1 | WIS +1 | CHA +4
Skills: Deception +6, Performance +6
Damage Resistances: Psychic
 
Special Traits:
 
Innate Spellcasting (Illusion).
• Silent Image (at will)
• Mirror Image (1/day)
• Blur (1/day)
 
Actions:
 
Confusing Pulse. Ranged Attack: +5 to hit, 2d4 psychic; target makes a WIS save (DC = 12 + prof) or has disadvantage on its next attack.
 

9. Seraphim Sentimonster (Elite Flying Form) (flying augment doesn't work since it already flies) {5}

 
A majestic construct shaped from hope, inspiration, or awe.
 
Size: Medium
AC: 16
HP: 5 × your level
Speed: 30 ft, fly 60 ft
 
STR +2 | DEX +3 | CON +2 | INT +1 | WIS +2 | CHA +3
Skills: Insight +4, Perception +4
 
Special Traits:
 
Radiant Wings. Emits dim light in 10 ft; allies within 10 ft gain +5 ft to movement.
Tactical Lift. As an action, moves a willing creature up to half its fly speed without provoking opportunity attacks.
 
Actions:
 
Radiant Volley. Ranged Attack: +6 to hit, 1d8+3 radiant.
 

10. Swiftwind Sentimonster (Rapid Transportation Form) {6}

A lean, lightning-fast construct born from urgency, freedom, or restless ambition. Built for speed over strength, it can outrun horses and carry riders across vast distances in record time.

Size: Large
AC: 15
HP: 4 × your level
Speed: 100 ft

STR +2 | DEX +5 | CON +2 | INT −1 | WIS +2 | CHA +0
Skills: Acrobatics +7, Perception +4, Survival +4
Damage Resistances: Psychic
Immunities: Frightened
Carrying Capacity: Up to 600 lb without penalty.

Special Traits:

Rapid Mount. The Swiftwind can carry three Medium or six Small creatures comfortably while maintaining full speed.

Lightning Sprint. When the Swiftwind takes the Dash action, its speed increases by an additional 30 ft until the end of the turn.

Terrain Runner. The Swiftwind ignores nonmagical difficult terrain and has advantage on Dexterity saves caused by environmental hazards.

Hit-and-Run Motion. Opportunity attacks against the Swiftwind are made with disadvantage while it is moving at least half its speed.

Actions:

Quick Kick. Melee Attack +6 to hit, reach 5 ft, 1d6+3 bludgeoning

Burst Dash. 6 times per long rest, the Swiftwind immediately moves up to twice its speed in a straight line without provoking opportunity attacks.

 

11. Sturdy Sentimonster (Heavy Hauler Form) (flying augment doesn't work since it's too heavy) {7}

A massive, durable construct forged from perseverance, responsibility, or protective instinct. Though slower than other Sentimonsters, it excels at transporting enormous loads safely.

Size: Huge
AC: 16
HP: 7 × your level
Speed: 40 ft

STR +6 | DEX −1 | CON +5 | INT −2 | WIS +1 | CHA −1
Skills: Athletics +8, Survival +3
Damage Resistances: Bludgeoning, Piercing, and Slashing (nonmagical)
Immunities: Frightened
Carrying Capacity: Up to 7,000 lb without penalty.

Special Traits:

Heavy Transport. The Sturdy can carry either:

• Up to six Medium creatures

• Massive cargo, wagons, siege equipment, or supply loads up to its carrying capacity.

Stable Platform. Creatures and cargo carried by the Mammoth have advantage on checks and saves made to resist falling, shifting, or being knocked prone.

Unstoppable Momentum. The Mammoth ignores movement penalties caused by nonmagical difficult terrain and cannot be forcibly pushed or knocked prone by creatures smaller than Huge.

Siege Hauler. The Mammoth can pull or drag up to double its carrying capacity while moving at half speed.

Actions:

Crushing Slam. Melee Attack +8 to hit, reach 10 ft, 2d8+6 bludgeoning

Earthshaking Stomp. 6 times per long rest, each creature within 10 ft must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + the Mammoth’s Strength modifier) or fall prone.

 


Controlling Them

The item containing the Amok is what controls it, meaning whoever holds the item controls the sentimonster. If the Amok is not in any intelligent creatures possession, the sentimonster will act on whatever emotion it was made from. (Unless the sentimonster is an intelligent creature. (See augments list, augment not made yet.))
You control the Sentimonster’s actions mentally, requiring no action.
It acts immediately after your turn in combat.
 

Limitations

Only one Amok can exist at a time created by the same Miraculous user. Meaning multiple Amoks can exist at the same time, as long as they were made by different users.
You can only create an Amok while transformed, however your Amok will persist even after detransformation.
Once you create an Amok, you can't create another until you detransform and feed Nuruu. (This only applies if user is not Grown Up, see Peacock Miraculous upgrades.
 
The Sentimonster lasts until:
Peacock holder dismisses it (no action, must be wearing the Peacock Miraculous)
The Amok is destroyed
(May change in future versions) If sentimonster health reaches 0 (in combat), the Amok object forms visible cracks and all creatures in the immediate area with a positive int modifier become aware of the significance of the object as well as its location, and the sentimonster makes a death save:
If it fails, at the begging of it's turn, whomever holds the Amok object attempts to roll 1d6. If it lands on an even number they gain control of the sentimonster for that turn. If they roll an odd number, the DM takes control of the monster for that turn and it acts hostile towards everyone.
If it succeeds on the death save, the monster gains back half its hp, but the Amok object still cracks.
 

Augment list [cost]:

Movement Traits

  • Wings → Gain standard flying speed [4]
  • Burrower → Burrow speed through dirt/sand [3]
  • Aquatic Adaptation → Swim speed + breathe underwater [2]
  • Spider Climb → Climb walls/ceilings without checks [1]
  • Blink Step → Short-range teleport (like misty step, bonus action, unlimited) [3]

 

Defence Traits

  • Armoured Hide → +3 AC [2]
  • Damage Resistance → Choose 1 type (fire, cold, etc.) [2]
  • Elemental Immunity → Immunity to 1 damage type (high cost) [3]
  • Regeneration → Heal 1d2 HP each turn [3]
  • Spiked Body → Deals 1d4 damage when grappled or hit [3]
  • Evasion → Take no damage on successful Dex saves [1]

 

Offensive Traits

  • Multi-attack → Attack twice instead of once [3]
  • Venomous Strike → Apply standard poison effect (1d4 poison damage) [2]
  • Elemental Attacks → Add fire, lightning, cold, etc. damage [2]
  • Grappler Limbs → On hit, can attempt grapple [1]
  • Rend → (1.5 x strength) bonus damage if both attacks hit [1]
  • Pack Tactics → Advantage on attacks when ally is nearby [2]

 

Utility / Senses

  • Darkvision [1]
  • Blindsight (80 ft) [1]
  • Tremorsense (150 ft) [1]
  • Keen Smell/Hearing → Advantage on perception checks [2]

 

Control & Behaviour Traits

  • Independent Thought → Acts on its own (less control, more efficiency)
  • Berserker Mode → Gains damage bonus but may ignore commands
  • Guardian Aura → Gives nearby allies buffs (like +4 AC)

 

Status / Debuff Traits

  • Poison Cloud → AoE poison around creature [1]
  • Frost Aura → Slows enemies nearby [1]
  • Shocking Body → Chance to stun attackers on contact [2]
  • Blind Strike → Chance to blind target [1]
  • Curse Mark → Target takes extra damage from all sources [2]

 

Special / Unique Traits

  • Split → Breaks into smaller creatures (splits health and damage, can only be done twice) [3]
  • Soul Link → Shares health & damage with emotion host specifically [2]
  • Phase Shift → Can become incorporeal briefly (bonus action) [3]
  • Infest Form → Can infest any object, is still able to see outside of object (undetectable unless with magic) [3]
  • Amorphous Body → Can squeeze through small spaces [2]
  • Sonic Screech → AoE stun blast [3]
  • Linked Senses → Allows controller to see what sentimonster sees (Requires a reflective object to contain Amok) [2]

 


Amok Vulnerability

The Amok is an object with AC 15 and 10 HP.
If it is destroyed:
The Sentimonster instantly disappears.
The emotion host takes 1d6 psychic damage and must make a DC 10 Wisdom save or be Stunned for 1 round of combat.
If they fail the Wisdom save outside of combat, the emotion host has a mild headache for the next 15 min. (change later)

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2026 7:05:12 PM
17
1
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Coming Soon
Peacock Miraculous: Amokization V2 Image

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