Origins: Across the realms, between the sea of rainbows and the Astral Plane, somewhere floating between the spheres, there is an item more ancient than legend, older than lore, the Bath Time Blobby. It is the purest of baths, the cleanest of cleansers. Evil withers in its waters. Few have ever seen it, and few ever will. It can be found in the layers of ancient crystalline dragons, the elemental plane of water, among great gatherings of unicorn souls in the Ethereal Plane, at Mount Celestia’s peak, and at random places within the Phlogiston. Only the greatest of summoners have brought it down from it’s spot floating between the planes, and only greater still are those who have managed to keep it there long enough to bathe in its wonders. It is said that at some point or another, all gods of good have bathed in it, and mortals who step into its pool will never be mortals again. Some believe it was the product of an ancient dream of the Kuo-Toa, the bath of some great noble god, or a manifestation to destroy some evil being of the lower planes. Nobody really knows where the bath came from, or where the bath will go, but it’s viscous sense of reality allows it to slip easily between the realms, and that it does.
Properties: It appears to most as a massive, pink, glowing bathtub. However if one were to peak over it’s 20-foot-high rim, you would find a massive collection of viscous pink creatures, flowing in and out of one another in a glowing pink fluid. A DC 20 Constitution saving throw must be achieved, or else the creature will be blinded and fall back. Creatures of Good alignment make this check at advantage, Evils at disadvantage. If one dare enter its waters, the following will occur:
- Bubbles for the Good: If it is an evil creature, it will take 10d100 psychic damage every round spent in the tub, if the creature dies, the body is immediately absorbed by the mass and each non-evil creature in the tub has a temporary hit point count of their own HP plus the HP of the evil creature which was absorbed for however many rounds the evil creature was alive in the tub.
- Healing Blob: A character may make a DC 18 dexterity (Acrobatics) check or DC 16 charisma (Persuasion) check to attempt to pick up a singular Blob from the sea of Blobs. If the check is made and the character hugs the blob, they are raised to their maximum hit points.
- Blob Submersion: If the character makes a DC 18 wisdom (Animal Handling) check, or casts a successful Animal Friendship or Speak With Animals spell while in the bath, the character is quickly surrounded by Blobs. Make a DC 20 strength saving throw or be submerged. If submerged, the character then begins making Death saving throws. If the character makes it, they are pushed to the surface.
- Blobmaster Reborn: If the Blobfish see that the character is worthy (DM discretion), a submerged individual will resurface with the Blobmaster title. A Blobmaster, from then onwards, no matter how far from the bath they are, may summon 3d20 Blobfish and 1d8 Giant Blobfish. The Blobfish have unwavering loyalty to the Blobmaster, and perform their commands to the best of their abilities. They cannot be charmed or put to sleep by magical means. The summoning takes one action and lasts for up to 8 hours, and can be performed once per long rest. Any Blobmaster will, from then on, be granted the spells Healing Word, Protection from Evil, Create or Destroy Water, Water Walk, and Water Breathing, which do not count against your total number of spells known. Wisdom is your spellcasting modifier for them. In addition, the Blobmaster will constantly radiate a very faint pink aura, which they can choose to strengthen with Concentration to illuminate the surrounding 60 foot area with pink light. This, however, imposes disadvantage on all Stealth checks made by the Blobmaster while in effect.
Notes: entering water
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Posted Mar 17, 2021evil shall tremble in the face in the blobbies