Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true seeing
Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, healing word, telekinesis, vampiric touch
Whispering Aura. At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated.
Multiattack. Adapter Katha can make three Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8+3) slashing damage.
Kiss of the Black Goat (Recharge 5-6). Adapter Katha chooses 3 creatures she can see and incites a frenzy within them. The chosen creatures can make an additional attack on their turn as a bonus action. This bonus action attack has advantage.
Reactive Swipe. When Adapter Katha is hit by an attack while being flanked she can make one Claw attack as a reaction.
Blessing of the Black Goat. When Adapter Katha or an ally it can see within 60 feet takes damage, Adapter Katha can use its reaction to cast healing word on that ally, expending a spell slot normally. Adapter Katha regains 10 hit points (in addition to any hit points the spell restored). The healed creature rolls on the Mutation table below. The creature retains this mutation until another healing spell is used on it by a creature without this feature.
- Webbed hands: Swimming doesn’t cost extra movement, but ability checks with tools have disadvantage.
- Vicious: +1 bonus to melee attack rolls and –1 penalty to AC.
- Vestigial Tendrils: +2 bonus to Strength (Athletics) checks and –2 penalty to Dexterity (Stealth) checks.
- Bulging Eyes: Advantage on Wisdom (Perception) checks and disadvantage on Charisma (Persuasion) checks.
- Camouflage: Always lightly obscured and disadvantage on Charisma (Deception) checks.
- Thick Scales: +2 bonus to AC and Dexterity score reduced by 2.
- Redundant Organs: +1 bonus to Constitution saving throws and –1 penalty to AC.
- Hypersensitivity: +1 bonus to Dexterity and Intelligence saving throws and –1 penalty to Wisdom and Charisma saving throws.
- Focused Brain: +1 bonus on Wisdom and Charisma saving throws and –1 penalty to Dexterity saving throws.
- Distended Limbs: +5 feet bonus to all speeds and reach, –2 penalty to AC.
Adapter Katha can take 1 legendary action and only at the end of another creature's turn. Katha regains spent legendary actions at the start of its turn.
Trample. Katha moves half her speed in a straight line. Each creature in this line must make a Dexterity Saving throw or take 13 (3d6+3) bludgeoning damage.
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