Amorphous. The Blood of Juiblex can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the Blood of Juiblex or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the Blood of Juiblex corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the Blood of Juiblex is destroyed after dealing damage.
The Blood of Juiblex can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The Blood of Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Regeneration. The Blood of Juiblex regains 10 hit points at the start of its turn. If the Blood of Juiblex takes fire damage, this trait doesn’t function at the start of the Blood of Juiblex’s next turn. The Blood of Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Contamination. The Blood of Juiblex emits an aura of corruption 10 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 14 Constitution saving throw or take 12 (3d6) poison damage and be poisoned until the start of the creature's next turn.
Blood Corruption. The Blood of Juiblex initiates constitution contests with an infected creature at the beginning of each day that isn’t protected by protection from evil and good. Each day the if the infected creature fails a DC14 constitution save it gains 1 level of exhaustion. Once the infected creature gains it's 6th level of exhaustion the Blood of Juiblex wins the contest, occupies the creatures blood, and passively observers while simply influencing the creature to spread the Blood Corruption to those uninfected. While inside a creature, the Blood of Juiblex has total cover against attacks and other effects originating outside its host. The Blood of Juiblex retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the Blood of Juiblex must leave it. A protection from evil and good spell cast on the body drives the Blood of Juiblex out. By spending 5 feet of its movement, the Blood of Juiblex can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it.
Observe Corruption. The Blood of Juiblex can sense anyone within a mile that is without corruption, it can extend this sense to the natural senses of the infected corruption.
Eat Memories. The Blood of Juiblex feeds on one creature its infecting, either by choice or when forced out of an infected creature. The target must succeed on a DC 14 Wisdom saving throw or take 14 (2d12) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target is reduced to 0 hit points. The effect then ends.
When a Blood of Juiblex causes a target to become memory drained, the Blood of Juiblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
Death Throes. When the Blood of Juiblex or the infected creature reaches 0 hit points, the Blood of Juiblex explodes out in every direction, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, or become covered in the blood corruption of the Blood of Juiblex.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Squirt Bile. The Blood of Juiblex targets one creature it can see within 120 feet of it. The target must succeed on a DC 14 Dexterity saving throw or take 20 (5d6) acid damage.
Warp Creature. The Blood of Juiblex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 14 Constitution saving throw. On a successful save, a creature becomes immune to this Blood of Juiblex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living Oblex Spawn under the Blood of Juiblex’s control. The transformation of the body can be undone only by a wish spell.
Split. When a Blood of Juiblex that is Medium or larger is subjected to lightning or slashing damage, it splits into two new Blood of Juiblex if it has at least 10 hit points. Each new Blood of Juiblex has hit points equal to half the original Blood of Juiblex's, rounded down. New Blood of Juiblex are one size smaller than the original Blood of Juiblex.
Gift of Juiblex. When the Blood of Juiblex or a creature it has infected takes damage, the Blood of Juiblex may summon a random ooze creature.
-
View User Profile
-
Send Message
Posted Aug 15, 2020A few typos I realized after hitting submit.
Blood Corruption. The Blood of Juiblex initiates constitution contests with an infected creature at the beginning of each day that the infected creature isn’t protected by protection from evil and good. Each day if the infected creature fails a DC14 constitution save it gains 1 level of exhaustion.
I also forgot a key feature for this ability. If the Blood of Juiblex wins it clears all the current levels of exhaustion caused by this ability and the creature becomes immune to exhaustion levels from the ability.
I'm sure there are other mistakes, but this was my first go at it.