I think I have a thread idea, but I'm gonna chill for a bit on making threads for multiple reasons.
1. My threads don't last very long, which is kinda lessening my will to make them.
2. I feel like I just have a process with threads: 'oh, this thread is dead! Time to make a new one! Oh, this one is dead? Let's make another.' I don't wanna follow that sort of process.
3. Overall I just don't really wanna make a thread for a bit and just chill.
This doesn't mean I'm not gonna make a single thread again, I'm just kinda taking a little break for a bit.
Chilling sounds good :)
Rollback Post to RevisionRollBack
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
I could make a Vermios tavern. A sort of prequel for the campaign. If it lives long enough, it might even be affected by the events of the campaign itself.
Amorphous. The Egregore can move through a space as narrow as 1 inch wide without squeezing.
Unspeakable Will: The Egregore cannot be sent to another plane, teleported, forced to act against his will, or have his form changed against his will.
I Make the Rules: As an action, the Egregore can expend 20ft of movement to destroy an object made out of magical force. In addition, the Egregore deals 2x damage to magical objects and structures.
Nightmare Force: The Egregore’s abilities and spells ignore immunity to the Frightened condition, instead conferring advantage. Creatures that normally have advantage on saving throws against fear do not gain it against the Egregore’s abilities and spells.
Shadow Body: The Egregore is invisible while in complete darkness.In addition, whenever the Egregore starts its turn in complete darkness, it regains 20 hit points.
Darkness Incarnate: If the Egregore casts a spell that has 3 uses per day, he does not expend that use if he is in complete darkness. However, when he casts a spell using this feature, it does not affect any creatures that are in bright light. In addition, while in dim light or darkness, the Egregore has advantage on all ability checks.
Photosensitive: While in bright light, The Egregore loses his immunity to nonmagical bludgeoning, piercing, and slashing weapons that are not silvered. In addition, he has disadvantage on all ability checks, attack rolls, and saving throws while in bright light, and his immunity to to nonmagical bludgeoning, piercing, and slashing weapons that are not silvered becomes resistance while in dim light.
Nightmare Logic: The Egregore has up to six Nightmare Points. He gains one whenever he ends his turn in complete Darkness. He can expend the Nightmare Points in the following ways:
1 point: as a bonus action, the Egregore chooses one creature he can see and prevents them from regaining any hit points until the end of their next turn.
2 points: As an action, the Egregore casts Ban, which doesn’t require concentration and instead lasts for its maximum duration when cast in this way.
X points: As a bonus action, create X Sapid Flesh (detailed at the end of this doc) within 60ft
Innate Spellcasting: The Egregore’s Innate Spellcasting ability is Charisma (Spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells:
Unusual Nature. The Egregore does not need to eat, sleep, drink,or breathe, and is immune to poison and disease.
Actions
Multiattack. The Egregore can make two Shadow Blade attacks, four Night Shot attacks, or four Cane attacks.
Night Shot.Ranged Spell attack: +19 to hit, range 240 ft. one target.
Hit: 28 (4d8+10) necrotic damage, and the target has disadvantage on the next Strength or Dexterity ability check they make before the end of their next turn. This attack is nonlethal, meaning it cannot directly kill a creature.
Shadow Blade.Melee Spell attack: +14 to hit, reach 10 ft or range 60 ft, one target.
Hit: 59 (12d8+5) psychic damage, and the target must make a DC 27 CHA save or have to choose between an action, bonus action, or movement on their next turn. This attack is nonlethal, meaning it cannot directly kill a creature.
Cane.Melee weapon attack: + 14 to hit, reach 10ft, one target.
Hit: 18 (3d8+5) magical bludgeoning damage. This attack roll has no disadvantage while the Egregore is in bright light, and it deals doubled damage to all objects and structures (totalling four times damage to magical objects and structures).
Bonus Actions
Teleport. The Egregore teleports up to 60ft to an area that is not brightly lit.
Douse. The Egregore targets all light sources in a 60ft cone originating from himself. All nonmagical light sources in that area are instantaneously snuffed out.
Telekinesis. The Egregore creates 12 magical hands that function as the Mage Hand spell except they have doubled range and he can choose to make them invisible.
Disguise. The Egregore changes his appearance to resemble that of a Huge or smaller creature he has seen. His statistics remain the same in any form.
Legendary Actions
The Egregore can take 3 legendary actions, 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. The Egregore regains spent legendary actions at the start of its turn.
Stroke. The Egregore makes a Cane or Night Shot attack.
Terrify. The Egregore chooses a single creature in complete darkness and forces them to make a DC 27 Wisdom saving throw. On a failure, they become frightened of the Egregore until the end of their next turn.
Dream (2 actions). The Egregore casts Mislead and teleports up to 60ft. Douse (2 actions). As the Douse bonus action.
Shadow Blade (2 actions). The Egregore makes an attack with Shadow Blade.
Flee the Light (3 actions). The Egregore teleports to the nearest dark space.
Into the Black (3 actions). The Egregore casts Dispel Magic at 8th level, targeting a spell that creates light.
Villain Actions
The Egregore has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round.
Action 1: True Darkness. The Egregore douses/dispels all light sources within 120ft, and all creatures of the Egregore’s choice within that range must make a DC 27 CHA save or have the range of any sense that allows them to see in the dark cut in half for one minute. This includes Blindsight, Devil’s sight, and Truesight.
Action 2: True Indulgence. The Egregore summons 20 Sapid Flesh within 120 feet of himself. Whenever one of these Sapid Flesh is destroyed, he gains 10 temporary hit points.
Action 3: True Terror. For the next minute, as long as the Egregore concentrates on this effect (as if he were concentrating on a spell), all creatures within 120ft of the Egregore become Frightened and vulnerable to psychic and necrotic damage until either this effect ends or they are no longer in darkness.
Senses: Blindsight 20ft (blind beyond this radius)
Languages: -
CR: 1/4 (50xp)Proficiency Bonus: +2
Minion. If the flesh takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the flesh takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Fodder. Upon attacking the Sapid Flesh in melee, the attacker must make a DC 13 Wisdom saving throw or bite the Sapid Flesh instead, dealing at least one damage. Creatures that cannot smell, do not need to eat, have no mouth, or are immune to the poisoned condition are immune to this effect.
Delicious. Any creature, upon eating any portion of the Sapid Flesh, takes 2d8 necrotic damage and gains temporary hit points equal to the damage taken. While they have these temporary hit points, all of their speeds are reduced by 10 ft and they have advantage on all Strength- or Constitution-based attack rolls, ablity checks, and saving throws.
Actions
Luscious Scent. Creatures within 15 ft of the Sapid Flesh must make a DC 12+ the number of Sapid Flesh participating in this action (max +5) or have disadvantage on attack rolls agains any creature not against a Sapid Flesh until the end of their next turn.
Amorphous. The Egregore can move through a space as narrow as 1 inch wide without squeezing.
Unspeakable Will: The Egregore cannot be sent to another plane, teleported, forced to act against his will, or have his form changed against his will.
I Make the Rules: As an action, the Egregore can expend 20ft of movement to destroy an object made out of magical force. In addition, the Egregore deals 2x damage to magical objects and structures.
Nightmare Force: The Egregore’s abilities and spells ignore immunity to the Frightened condition, instead conferring advantage. Creatures that normally have advantage on saving throws against fear do not gain it against the Egregore’s abilities and spells.
Shadow Body: The Egregore is invisible while in complete darkness.In addition, whenever the Egregore starts its turn in complete darkness, it regains 20 hit points.
Darkness Incarnate: If the Egregore casts a spell that has 3 uses per day, he does not expend that use if he is in complete darkness. However, when he casts a spell using this feature, it does not affect any creatures that are in bright light. In addition, while in dim light or darkness, the Egregore has advantage on all ability checks.
Photosensitive: While in bright light, The Egregore loses his immunity to nonmagical bludgeoning, piercing, and slashing weapons that are not silvered. In addition, he has disadvantage on all ability checks, attack rolls, and saving throws while in bright light, and his immunity to to nonmagical bludgeoning, piercing, and slashing weapons that are not silvered becomes resistance while in dim light.
Nightmare Logic: The Egregore has up to six Nightmare Points. He gains one whenever he ends his turn in complete Darkness. He can expend the Nightmare Points in the following ways:
1 point: as a bonus action, the Egregore chooses one creature he can see and prevents them from regaining any hit points until the end of their next turn.
2 points: As an action, the Egregore casts Ban, which doesn’t require concentration and instead lasts for its maximum duration when cast in this way.
X points: As a bonus action, create X Sapid Flesh (detailed at the end of this doc) within 60ft
Innate Spellcasting: The Egregore’s Innate Spellcasting ability is Charisma (Spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells:
Unusual Nature. The Egregore does not need to eat, sleep, drink,or breathe, and is immune to poison and disease.
Actions
Multiattack. The Egregore can make two Shadow Blade attacks, four Night Shot attacks, or four Cane attacks.
Night Shot.Ranged Spell attack: +19 to hit, range 240 ft. one target.
Hit: 28 (4d8+10) necrotic damage, and the target has disadvantage on the next Strength or Dexterity ability check they make before the end of their next turn. This attack is nonlethal, meaning it cannot directly kill a creature.
Shadow Blade.Melee Spell attack: +14 to hit, reach 10 ft or range 60 ft, one target.
Hit: 59 (12d8+5) psychic damage, and the target must make a DC 27 CHA save or have to choose between an action, bonus action, or movement on their next turn. This attack is nonlethal, meaning it cannot directly kill a creature.
Cane.Melee weapon attack: + 14 to hit, reach 10ft, one target.
Hit: 18 (3d8+5) magical bludgeoning damage. This attack roll has no disadvantage while the Egregore is in bright light, and it deals doubled damage to all objects and structures (totalling four times damage to magical objects and structures).
Bonus Actions
Teleport. The Egregore teleports up to 60ft to an area that is not brightly lit.
Douse. The Egregore targets all light sources in a 60ft cone originating from himself. All nonmagical light sources in that area are instantaneously snuffed out.
Telekinesis. The Egregore creates 12 magical hands that function as the Mage Hand spell except they have doubled range and he can choose to make them invisible.
Disguise. The Egregore changes his appearance to resemble that of a Huge or smaller creature he has seen. His statistics remain the same in any form.
Legendary Actions
The Egregore can take 3 legendary actions, 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. The Egregore regains spent legendary actions at the start of its turn.
Stroke. The Egregore makes a Cane or Night Shot attack.
Terrify. The Egregore chooses a single creature in complete darkness and forces them to make a DC 27 Wisdom saving throw. On a failure, they become frightened of the Egregore until the end of their next turn.
Dream (2 actions). The Egregore casts Mislead and teleports up to 60ft. Douse (2 actions). As the Douse bonus action.
Shadow Blade (2 actions). The Egregore makes an attack with Shadow Blade.
Flee the Light (3 actions). The Egregore teleports to the nearest dark space.
Into the Black (3 actions). The Egregore casts Dispel Magic at 8th level, targeting a spell that creates light.
Villain Actions
The Egregore has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round.
Action 1: True Darkness. The Egregore douses/dispels all light sources within 120ft, and all creatures of the Egregore’s choice within that range must make a DC 27 CHA save or have the range of any sense that allows them to see in the dark cut in half for one minute. This includes Blindsight, Devil’s sight, and Truesight.
Action 2: True Indulgence. The Egregore summons 20 Sapid Flesh within 120 feet of himself. Whenever one of these Sapid Flesh is destroyed, he gains 10 temporary hit points.
Action 3: True Terror. For the next minute, as long as the Egregore concentrates on this effect (as if he were concentrating on a spell), all creatures within 120ft of the Egregore become Frightened and vulnerable to psychic and necrotic damage until either this effect ends or they are no longer in darkness.
Senses: Blindsight 20ft (blind beyond this radius)
Languages: -
CR: 1/4 (50xp)Proficiency Bonus: +2
Minion. If the flesh takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the flesh takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Fodder. Upon attacking the Sapid Flesh in melee, the attacker must make a DC 13 Wisdom saving throw or bite the Sapid Flesh instead, dealing at least one damage. Creatures that cannot smell, do not need to eat, have no mouth, or are immune to the poisoned condition are immune to this effect.
Delicious. Any creature, upon eating any portion of the Sapid Flesh, takes 2d8 necrotic damage and gains temporary hit points equal to the damage taken. While they have these temporary hit points, all of their speeds are reduced by 10 ft and they have advantage on all Strength- or Constitution-based attack rolls, ablity checks, and saving throws.
Actions
Luscious Scent. Creatures within 15 ft of the Sapid Flesh must make a DC 12+ the number of Sapid Flesh participating in this action (max +5) or have disadvantage on attack rolls agains any creature not against a Sapid Flesh until the end of their next turn.
I use both but usually mobile
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
Thanks it's my first module
Eye do!
I usually use my android for ease of access 😌
Good luck!
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
Chilling sounds good :)
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
Have fun 😎
I just had an idea.
I could make a Vermios tavern. A sort of prequel for the campaign. If it lives long enough, it might even be affected by the events of the campaign itself.
Let him who is without sin cast the first stone.
Awake, impure, divine
Breathgiver of the Strugels
AHHH I CAN’t see google docs.
The Egregore
Huge Monstrosity (Dark Power), Chaotic Neutral
Armor Class: 17 (Natural Armor)
Hit Points: 270 (30d12 + 90)
Speed: 35 ft, 35ft fly
STR
DEX
CON
INT
WIS
CHA
21 (+5)
12 (+1)
17(+3)
17(+3)
12(+1)
30(+10)
Saving Throws: DEX +10, WIS +10, CHA +19
Skills: Stealth +10, Perception +10, Intimidation +28, Persuasion +19
Damage Resistances: Poison, Acid, Cold, Force
Damage Immunities: Psychic, Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical weapons that are not silvered
Condition Immunities: Charmed, Frightened, Blinded, Deafened, Poisoned, Restrained, Prone, Grappled, Petrified, Exhaustion
Senses: Truesight 300ft, Passive Perception 20
Languages: All, Telepathy 300ft
Challenge: 30 (155,000 XP) Proficiency Bonus: +9
Amorphous. The Egregore can move through a space as narrow as 1 inch wide without squeezing.
Unspeakable Will: The Egregore cannot be sent to another plane, teleported, forced to act against his will, or have his form changed against his will.
I Make the Rules: As an action, the Egregore can expend 20ft of movement to destroy an object made out of magical force. In addition, the Egregore deals 2x damage to magical objects and structures.
Nightmare Force: The Egregore’s abilities and spells ignore immunity to the Frightened condition, instead conferring advantage. Creatures that normally have advantage on saving throws against fear do not gain it against the Egregore’s abilities and spells.
Shadow Body: The Egregore is invisible while in complete darkness.In addition, whenever the Egregore starts its turn in complete darkness, it regains 20 hit points.
Darkness Incarnate: If the Egregore casts a spell that has 3 uses per day, he does not expend that use if he is in complete darkness. However, when he casts a spell using this feature, it does not affect any creatures that are in bright light. In addition, while in dim light or darkness, the Egregore has advantage on all ability checks.
Photosensitive: While in bright light, The Egregore loses his immunity to nonmagical bludgeoning, piercing, and slashing weapons that are not silvered. In addition, he has disadvantage on all ability checks, attack rolls, and saving throws while in bright light, and his immunity to to nonmagical bludgeoning, piercing, and slashing weapons that are not silvered becomes resistance while in dim light.
Nightmare Logic: The Egregore has up to six Nightmare Points. He gains one whenever he ends his turn in complete Darkness. He can expend the Nightmare Points in the following ways:
1 point: as a bonus action, the Egregore chooses one creature he can see and prevents them from regaining any hit points until the end of their next turn.
2 points: As an action, the Egregore casts Ban, which doesn’t require concentration and instead lasts for its maximum duration when cast in this way.
X points: As a bonus action, create X Sapid Flesh (detailed at the end of this doc) within 60ft
Innate Spellcasting: The Egregore’s Innate Spellcasting ability is Charisma (Spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells:
Cantrips (At will): Thaumaturgy, Prestidigitation, Druidcraft, Control Flames, Shape Water, Guidance
At Will (5th level): Command, Mirror Image, Phantasmal Force, Detect Thoughts, Fear, Major Image, Shadow of Moil, Dimension Door, Hallucinatory Terrain, Dream, Mislead, Telekinesis, Phantasmal Killer
3/day each: Eyebite, Heroes’ Feast, Mirage Arcane, Magnificent Mansion, Command, Synaptic Static, Spirit Guardians
1/day each: Maddening Darkness, Antipathy/Sympathy, Weird, Wish
Unusual Nature. The Egregore does not need to eat, sleep, drink,or breathe, and is immune to poison and disease.
Actions
Multiattack. The Egregore can make two Shadow Blade attacks, four Night Shot attacks, or four Cane attacks.
Night Shot. Ranged Spell attack: +19 to hit, range 240 ft. one target.
Hit: 28 (4d8+10) necrotic damage, and the target has disadvantage on the next Strength or Dexterity ability check they make before the end of their next turn. This attack is nonlethal, meaning it cannot directly kill a creature.
Shadow Blade. Melee Spell attack: +14 to hit, reach 10 ft or range 60 ft, one target.
Hit: 59 (12d8+5) psychic damage, and the target must make a DC 27 CHA save or have to choose between an action, bonus action, or movement on their next turn. This attack is nonlethal, meaning it cannot directly kill a creature.
Cane. Melee weapon attack: + 14 to hit, reach 10ft, one target.
Hit: 18 (3d8+5) magical bludgeoning damage. This attack roll has no disadvantage while the Egregore is in bright light, and it deals doubled damage to all objects and structures (totalling four times damage to magical objects and structures).
Bonus Actions
Teleport. The Egregore teleports up to 60ft to an area that is not brightly lit.
Douse. The Egregore targets all light sources in a 60ft cone originating from himself. All nonmagical light sources in that area are instantaneously snuffed out.
Telekinesis. The Egregore creates 12 magical hands that function as the Mage Hand spell except they have doubled range and he can choose to make them invisible.
Disguise. The Egregore changes his appearance to resemble that of a Huge or smaller creature he has seen. His statistics remain the same in any form.
Legendary Actions
The Egregore can take 3 legendary actions, 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. The Egregore regains spent legendary actions at the start of its turn.
Stroke. The Egregore makes a Cane or Night Shot attack.
Terrify. The Egregore chooses a single creature in complete darkness and forces them to make a DC 27 Wisdom saving throw. On a failure, they become frightened of the Egregore until the end of their next turn.
Dream (2 actions). The Egregore casts Mislead and teleports up to 60ft.
Douse (2 actions). As the Douse bonus action.
Shadow Blade (2 actions). The Egregore makes an attack with Shadow Blade.
Flee the Light (3 actions). The Egregore teleports to the nearest dark space.
Into the Black (3 actions). The Egregore casts Dispel Magic at 8th level, targeting a spell that creates light.
Villain Actions
The Egregore has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round.
Action 1: True Darkness. The Egregore douses/dispels all light sources within 120ft, and all creatures of the Egregore’s choice within that range must make a DC 27 CHA save or have the range of any sense that allows them to see in the dark cut in half for one minute. This includes Blindsight, Devil’s sight, and Truesight.
Action 2: True Indulgence. The Egregore summons 20 Sapid Flesh within 120 feet of himself. Whenever one of these Sapid Flesh is destroyed, he gains 10 temporary hit points.
Action 3: True Terror. For the next minute, as long as the Egregore concentrates on this effect (as if he were concentrating on a spell), all creatures within 120ft of the Egregore become Frightened and vulnerable to psychic and necrotic damage until either this effect ends or they are no longer in darkness.
Sapid Flesh
Small Monstrosity, Unaligned
Armor Class: 5
Hit Points: 4
Speed: 5ft
STR
DEX
CON
INT
WIS
CHA
4 (-3)
1 (-5)
12 (+1)
1 (-5)
1 (-5)
1 (-5)
Condition Immunities: Charmed, Frightened, Blinded, Poisoned
Senses: Blindsight 20ft (blind beyond this radius)
Languages: -
CR: 1/4 (50xp) Proficiency Bonus: +2
Minion. If the flesh takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the flesh takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Fodder. Upon attacking the Sapid Flesh in melee, the attacker must make a DC 13 Wisdom saving throw or bite the Sapid Flesh instead, dealing at least one damage. Creatures that cannot smell, do not need to eat, have no mouth, or are immune to the poisoned condition are immune to this effect.
Delicious. Any creature, upon eating any portion of the Sapid Flesh, takes 2d8 necrotic damage and gains temporary hit points equal to the damage taken. While they have these temporary hit points, all of their speeds are reduced by 10 ft and they have advantage on all Strength- or Constitution-based attack rolls, ablity checks, and saving throws.
Actions
Luscious Scent. Creatures within 15 ft of the Sapid Flesh must make a DC 12+ the number of Sapid Flesh participating in this action (max +5) or have disadvantage on attack rolls agains any creature not against a Sapid Flesh until the end of their next turn.
Let him who is without sin cast the first stone.
Awake, impure, divine
Breathgiver of the Strugels
in a land lethal, Loathsome, and Large
None got along, but the one thing they agreed upon
is the most basic of idiots don’t starve”
Lets hope you’re tougher than the last humans here.
they didn’t last long.
Good luck!
The constant…
coming soon…
Oooooooh that is literally super cool
Furry music
Let him who is without sin cast the first stone.
Awake, impure, divine
Breathgiver of the Strugels
Your friendly trans bard!
She/They pronouns
The Goddess of the Strings (thanks for the title Drummer!)
Furry armor
Let him who is without sin cast the first stone.
Awake, impure, divine
Breathgiver of the Strugels
BEAUTIFUL
Furreh
Give a man a mask and he will show his true face
If you want anything dm me on discord at _sproingus
Btw Baalze here’s my character art for nemsy
https://www.heroforge.com/load_config=44430408/
Give a man a mask and he will show his true face
If you want anything dm me on discord at _sproingus