Chromatic Changing. Whenever the Chromantis takes damage, it changes color. Roll on the table with a d12. Whatever the result is, the Chromantis´s attacks deal that damage instead of the normal damage. Roll on the table as well when entering the battle.
- Acid (Lime Green)
- Bludgeoning (Copper)
- Cold (Ice Blue)
- Fire (Bright Orange)
- Lightning (Plasma Purple)
- Necrotic (Charcoal)
- Piercing (Dulled Gold)
- Poison (Jungle Green)
- Psychic (Bubblegum Pink)
- Radiant (White)
- Slashing (Silver)
- Thunder (Light Grey)
This effect last until the next time the Chromantis is damaged and this ability is triggered again.
Spell Sight. The Chromantis can give itself the effects of the Detect Magic spell at will. While using this ability it can see spells, magic items, and other magical effects as though they where sources of bright light. This effect extends through walls and other stationary objects as if they were glass. Magical effects the Chromatis can see give of light depending on their, level, rarity, or other ranking system regarding magic. This ability can also detect magical creatures such as Sphinxes, or Undead, magical humanoids such as Elves or Assimar, and places, events, or portal such as the place where the border between the Fey Wilds and the Material Plane are thinnest.
Spell Level/Rarity/Other Glow/Brightness Maximum Detection Distance
- Cantrip 5 ft Bright/45 ft Dim Quarter Mile
- Common Magic Item 5 ft Bright/45 ft Dim Quarter Mile
- 1st Level Spell 10 ft Bright/ 45 ft Dim Half Mile
- 2nd Level Spell 15 ft Bright/ 50 ft Dim Half Mile
- 3rd Level Spell 15 ft Bright/ 50 ft Dim Three Quarters Mile
- Uncommon Magic Item 15 ft Bright/ 50 ft Dim Five Sixths Mile
- 4th Level Spell 20 ft Bright/ 55 ft Dim 1 Mile
- 5th Level Spell 20 ft Bright/ 55 ft Dim 1 Mile
- Rare Magic Item 25 ft Bright/ 60 ft Dim 1 and 2 Tenths Miles
- 6th Level Spell 25 ft Bright/ 60 ft Dim 1 and 2 Tenths Miles
- 7th Level Spell 30 ft Bright/ 65 ft Dim 1 and a Half Miles
- Very Rare Magic Item 40 ft Bright/ 70 ft Dim 2 Miles
- 8th Level Spell 50 ft Bright/ 80 ft Dim 3 Miles
- 9th Level Spell 100 ft Bright/ 200 ft Dim 5 Miles
- Legendary Magic Item 120 ft Bright/ 250 ft Dim 10 Miles
- Fey Wilds Portal 40 ft Bright/ 30 ft Dim 1 Mile
- Elemental Plane Portal 60 ft Bright/ 40 t Dim 1 and a Half Miles
Insect Traits. The Chromantis can walk on walls and ceilings and gets advantage on perception checks related to seeing a stealthy creature.
Wizard´s Peeve. When the Chromantis comes into contact with magic, they can use their bonus action to drain it and transform it into energy. If the Chromantis is in contact with a magic item held by another creature, it may make an opposed grapple check to take the item, obtaining it on a success. If it is a spell, the Consume Spell reaction is triggered and all follows as normal. When the Chromantis has gained control of the item, successfully used its Consume Spell reaction, or in one form or another obtained magical energy, it can use its action to suck that energy out of the item, spell, or other force. The Chromantis and the attuned owner of the item, caster of the spell, or otherwise normal owner of the magic, make a contested CON, INT, WIS, or CHA check, the owner´s chosen skill against the Chromantis´s INT. On a fail by the owner of the magical energy, they roll d20 as if they were making death saving throws. On a fail, 1d4 of any unexpended charges of the item, 1d4 of the damage the spell would deal, or some other form of hit points are consumed by the Chromantis. The Chromantis gains 1d4+3 hit points and a temporary +1 bonus to a skill of the Chromantis´s choice for every 2 charges, points of damage, or 2 of the other form of hit point consumed. If 5 of these rolls are unsuccessful, the magic item loses function for 1d10 weeks, or in the case of +x weapons or other normally non-magical items, lose function entirely. If 5 of these rolls are successful, the Chromantis fails on consuming the magic, and is unable to target the specific item, spell, or otherwise magical energy for 1d10 minuets. Neither of the effects of the Wizard´s Peeve trait or Swallow Spell bonus action negate the other. See the Caster´s Gift bonus action, the consume spell reaction, and the Swallow Spell bonus action.
Multiattack. 2 Claws, 1 Claws and 1 Mandibles, or 2 Mandibles attacks as well as its Chromatic Changing special attack.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (2d6 + 2) slashing damage.
Mandibles. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) slashing damage.
Acid Bubble (Chromatic Changing: Acid). Ranged Weapon Attack: +2 to hit, range 5/60 ft., 1 target. Hit: 6 (1d8 + 4) acid damage.
Charge Blitz (Chromatic Changing: Bludgeoning). Melee Weapon Attack: +2 to hit, reach 20 ft., 1 target. Hit: 6 (1d10 + 2) bludgeoning damage, the target is pushed back 10 ft, and are knocked prone.
Frigid Breath (Chromatic Changing: Cold). Ranged Weapon Attack: +2 to hit, range 5/40 ft., 1 target. Hit: 10 (2d8 + 4) acid damage and the target must make a DC 16 STR saving throw or become restrained. The target may make the saving throw again each turn to become unrestrained.
Flaming Exhale (Chromatic Changing: Fire). Ranged Weapon Attack: +2 to hit, range 20 ft. cone. Hit: 8 (2d6+4) fire damage.
Plasma Arc (Chromatic Changing: Lightning). Ranged Weapon Attack: Any creature within 20 ft of the Chromantis must make a DC 16 CON saving throw or take 6 (1d10+2) and become stunned. Every round on the target´s turn the Chromantis still retains the lightning Chromatic Changing ability, the target must remake the save or suffer the effects again. Once the effect is over, the target may make a DC 16 CON saving throw each turn to end the stunned effect.
Decaying Claws (Chromatic Changing: Necrotic). Melee Weapon Attack: +2 to hit, range 5 ft., 1 target. Hit: 10 (2d8+4) necrotic damage and the target must make a DC 16 STR saving throw or become grappled.
Spine Shot (Chromatic Changing: Piercing). Ranged Weapon Attack: +2 to hit, range 10/60 ft., 1 target. Hit: 5 (1d8+2) piercing damage.
Venomous Spittle (Chromatic Changing: Poison). The Chromantis expels a glob of spittle targeting a 5x5 ft square within 15 ft. All creatures within 5 ft of the space must make a DC 16 CON saving throw or take 6 (1d8+3) poison damage and the targets movement speed is halved. Every round the target remains in the space they must remake the save or take the damage again and have their speed halved again.
Screaming Thought (Chromatic Changing: Psychic). 1 target within 30 ft of the Chromantis must make a DC 16 WIS saving throw. On a fail the target takes 10 (3d6+2) psychic damage, is knocked prone, is blinded and is deafened. On a success, the target takes half damage and is not blinded or knocked prone.
Prismatic Flash (Chromatic Changing: Radiant). The Chromantis chooses a direction and every creature within 25 ft of the Chromantis in that direction must make a DC 16 CON saving throw. On a fail the target takes 12 (2d8+4) radiant damage and are blinded, while on a success the target takes half damage and is not blinded.
Whirlwind Slash (Chromatic Changing: Slashing). Melee Weapon Attack: +2 to hit, range 5 ft in a circle around the Chromantis. Hit: 14 (4d6+4) slashing damage.
Deafening Vibrations (Chromatic Changing: Thunder). Every creature within 20 ft of the Chromantis must make a DC 16 CON saving throw or take 12 (2d10+4) thunder damage and become deafened. On a success the target takes half damage and is not deafened.
Caster´s Gift. If the Chromantis successfully catches a spell using its Consume Spell reaction it may use its bonus action as if it was casting the spell. The Chromantis´s spell save DC is 11 (8 + its proficiency bonus) plus what ever ability modifier the caster uses for their spell casting and their spell attack modifier is 5 (2 plus its proficiency bonus) plus the same modifier used for the save DC. The spell is cast with the same slot level the caster used to cast it normally but otherwise all rules apply. See the Chromantis´s Consume Spell reaction, the Swallow Spell bonus action, and the Wizard´s Peeve trait.
Swallow Spell. If the Chromantis successfully catches a spell using its Consume Spell reaction, it may swallow the spell. When the Chromantis swallows a spell, if the spell gave the target temporary hit points or healed it in some way, the Chromantis gains half of the normal health gained from the spell, as well as any other buffs such as an ability score increase, AC increase, or an effect or trait such as turning invisible if it would normally be dispensed. See the Caster´s Gift bonus action, the Consume Spell reaction, and the Wizards Peeve trait.
Consume Spell. When a harmful spell is cast that targets the Chromantis, a creature within 5 ft of it, or an area of affect the Chromantis is in, the Chromantis may use a reaction to swallow the spell. Swallowing the spell requires a successful DEX saving throw. the DC of the saving throw is equal to 10 + 1 for every 2nd slot level (Cantrip: +1, 2nd level: +2, 4th level +3, etc.) + the caster´s proficiency bonus. On a fail, if the spell was beneficial, the normal target receives the effects, but if it has a harmful effect the Chromantis becomes the target. See the Swallow Spell and Caster´s Gift bonus actions and the Wizards Peeve trait.
Description
Long ago, when elves were just starting to branch off of their fey ancestors, a wizard named Brumble Wildstocking came up with the idea for a large praying mantis that would guard his home from unwanted visitors. Partway through the process of growing the mantises a nearby treant was startled by a group of loud sprites, sending a multitude of hornets swarming out of their hive. Not seeing the sprites, the swarm buzzed towards Brumble´s house. Bursting through the window, the swarm toppled many of Brumble´s other projects, including the magic eating concoction he was working on to rid his home of a extremely annoying and unhappy wraith living in the basement , which would soon give Brumble´s mantises their hunger or magic. The mantises´ jars where shattered sending fluttering insects flying through the buzzing swarm of hornets. Thankfully, the mantises did not leave, instead perching on desks and tables soaked in magical energy. As the swarm was thinned the mantises grew, becoming imbued with magic, and creating what are now known as Chromantises. The swarms few remaining members who had not been eaten, fled back to their hive, not wanting to become the next snack the mantises had, which really was surprisingly smart for 20 or 30 hive mind insects. When Brumble awoke he found his creations milling around the flattened living room, hulking, horse sized insects all brightly colored. Covered in bug bites, bruises, and nasty scrapes, Brumble foolishly shot several magic missiles at the Chromantises, hoping to squash them, which to his surprise had no effect whatsoever except for a satisfied sort of noise that several of them made as the gulped in the spell. But as he watched in horror, all of the Chromantises shot by the missiles began to change color, and as half seemingly devoured the spell, the other half opened their mandibles and shot them right back at his chest, killing him. Long after his death, Brumble´s Chromantises continue to haunt magical places, but mostly staying in their original home in the Fey Wilds, and peeving magic casters, as well as elves and other magically imbued races, insistently following them looking for a quick, delicious, spark of magic to feed on before their travels take them elsewhere.
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