Unbreakable Mind: Immeasurable years of contemplative thought have built up a staggering intellect within a contemplator. As a result, a contemplator adds its INT modifier to AC, and is immune to being Charmed, Stunned, or Frightened
Expert Tactician: The contemplator can not be surprised, and has advantage on any attacks of opportunity it makes.
Living Encyclopedia: The contemplator makes all knowledge checks with advantage, and whenever it rolls a knowledge check, the result of the die roll can not be lower than 10. If a die is rolled at 9 or less, it is considered a 10. The contemplator also adds double its proficiency bonus to any knowledge rolls it makes.
Deflect Missiles. The contemplator may use its reaction to deflect or catch any incoming projectiles, provided it is small enough to do so. When a missile is deflected, the contemplator reduces the damage it takes by 15 (1d10 + 10). If the damage would be reduced to 0, as part of the same reaction the contemplator may throw the projectile as a ranged attack which uses the same modifiers and damage as one of its Slam attacks.
Not of This World. A contemplator doesn’t need to eat, drink, sleep, or breathe.
Encase. Any target grappled by the contemplator’s manifested stone arms immediately encases the creature in a stone prison 1/2” thick. The stone cocoon has an AC of 20, and 10 HP. A creature trapped inside may make a STR save (DC 21) to break free from within. The encased victim can not use any weaponry or cast any spells that have somatic components to try and break free, as the stone prison does not allow enough room for movement. On a failed save, the stone prison tightens up as the contemplator senses its prisoner attempting to escape. This causes 7 (2d6) Bludgeoning damage, and prevents the creature from making another save for 24 hours.
Island Refuge. The contemplator values its privacy. A quiet place like a secluded island makes the perfect home, free from disturbances, where it may spend years at a time focusing on questions beyond mortal understanding. So much does the contemplator value its privacy, that it will find a small island, or if none is available, create one from the stone at the bottom of the ocean, and attune to it. Once attuned to its island, the contemplator can use some form of primal locomotion to actually separate the island from the seafloor, keep it afloat, and travel at a rate of 25 miles each day. In order to do this, the contemplator must not take any other actions aside from focusing on the control of the island. In some cases, it is even possible for a contemplator to pull the island out of the sea and into the sky, where it floats in the air. If the contemplator's island is destroyed, it may attune to a new small landmass with no bigger than a 1/2 a mile radius over the course of 1 year.
Multiattack. The contemplator makes three Slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. The target must also succeed on a STR (athletics) check, or be knocked prone.
Arcane Bolt. The contemplator manifests a magical arcane bolt in its fist, and hurls it at the target. Ranged Weapon Attack: +8 to hit, range 120/600 ft., one target. Hit: 29 (6d6 +8) Force Damage.
One With Stone (1/Day). The contemplator may create up to 3 Huge stone arms, crafted from the very earth itself. They create stone arms that appear within 60 ft. of the contemplator. The stone arms take their turn during the contemplator’s turn, and have the following statistics: 25 Hit Points; AC 20, a reach of 10 ft., one slam attack (same as contemplator’s), and advantage on grapple checks. The arms can extend outward up to 50 ft. from their location to make an attack, before returning to their original position at the end of the contemplator’s turn. Any creature hit by an arm’s slam attack is grappled by the arm and subject to the Encase trait. All other statistics for saves and skill checks use the same bonus as the contemplator.
Intelligence Drain. Targets one creature currently under the effects of Encase. The contemplator drains knowledge from the captured creature, causing the victim to permanently lose 1 point of intelligence. In order to use this ability, the contemplator must focus all its energy on absorbing the target’s mind. This process takes one full day, and if the contemplator is interrupted, or takes any other action, the intelligence drain is negated, and the contemplator’s 24 hour period of concentration must begin again. Once the affected creature’s intelligence score reaches 2 or less, the contemplator’s stone arm flings the now useless simpleton away from its lair. If the victim of the intelligence drain has its intelligence restored by a Wish spell, or similar magic, the knowledge fades from the contemplator’s mind. If the restored creature ever passes within 50 miles of the contemplator who lost the knowledge, the contemplator immediately detects them and will make every effort to intercept and attack the character. A contemplator can not tolerate knowing something, and then having that knowledge taken away. A contemplator who fully drains a wizard down to 2 intelligence points, gains knowledge of the spells that wizard had prepared, and is able to cast each of these spells once.
Optional Ruling: Drained Spells. Some contemplators have drained spells from powerful wizards, and have saved the use of those spells for times of crisis. A contemplator who has done this might have access to any spells you see fit. Be aware that these contemplators are much more dangerous, and pose a very significant threat.
A contemplator can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The contemplator regains spent legendary actions at the start of its turn.
Teleportation (1 action). The contemplator teleports up to 120 ft. away from its current position into a space that it can see.
Shatter Thoughts (2 Actions). The contemplator claps his hands together, emitting psychic energy in a deafening blast. All creatures within 60 ft. of the contemplator must make a WIS save (DC 18) or take 14 (4d6) psychic damage. Anyone who fails this save by 5 or more is also Deaf for 1d12 rounds.
Witness The Cosmos. The contemplator makes a slam attack against a target that is within 5 ft. If the attack hits, the contemplator grabs the creature’s head and floods their mind with a near-infinite amount of knowledge. The creature must succeed on an INT save (DC 21) or be stunned for 1d8 rounds. The creature may attempt another save at the end of each turn to negate this effect. If the creature succeeds by 5 or more, they regain 1 expended spell slot of their highest level.
Description
Contemplators are twelve foot tall gray humanoid creatures, most often adomedin a dark toga. They spend many of their infinite years resting in a state of contemplation, pondering mysteries of the universe beyond any mortal mind.Amid the great quest for knowledge, there is also a dark prophcy. It is said that when one of these beings answers every question the universe has to offer, that same universe, will cease to exist.
Living Encylopedia. Every contemplator has spent an untold number of years seeking knowledge, and reflecting in ponderous thought. As a result, a contemplator makes all knowledge skill checks with advantage, and adds double its proficiency to the roll.
Not of This World. Contemplators have a mysterious origin, not known to any mortal. Some theorize they come from another plane, or perhaps from the heavens above. Still others believe they have been here long before the mortal races first walked the material plane. Whatever the case may be, they have an alien thought process when compared to most mortals, and don't need to eat, sleep, or breathe.
Intelligence Drain. On thier quest for knowledge, the contemplators have discovered that the best way to find new information is to extract it directly from the minds of others. Any creature the contemplator has captured with Encase, will have one point of intelligence drained every day. In order to succesfully do this, the contemplator can take no other actions during the twenty four hour period, as it must focus on absorbing the knowledge possesed by the creature. Once the creature's intelligence score reaches two or less, the contemplator's manifested stone arm flings the now useless simpleton away from its lair.
Shrewd Negotiators. It is not uncommon for a contemplator to capture a creature (or a whole adventuring party) with its Encase ability. In many cases, the contemplator is willing to negotiate a deal to set the creatures free, especially if it doesn't believe draining them would render any new information. These deals often involve a quest for knowledge hidden in a dangerous place, finding the answer to a difficult question, or the perfomance of some task the contemplator would rather not do itself. If a deal is struck, a contemplator will never renegotiate, nor will it renege on its end of the bargain.
Lair and Lair Actions
The life of a contemplator is a solitary one. These beings value privacy to the extreme. A quiet place like a secluded island free from disturbances makes the perfect home in many cases. The creature will seldom leave the island, unless there is a task of great importance it must handle personally. This might include taking the opportunity to gain a specific piece of ancient knowledge, seeking out a new island home because its last one was destroyed, or even carrying out part of a bargain made with another creature. If a contemplator is not able to find a suitable island, it will often create one by drawing from the stone at the bottom of the ocean, creating a small paradise where it can focus. In either case, the contemplator can spend one full year attuning to its new island home, and gain a mystic connection with the stone itself. Once attuned to the island, the contemplator can use some form of primal locomotion to separate the island from the seafloor, keep it afloat, and travel up to twenty-five miles per day. In order to do this, the contemplator must remain focused, and can not take any other actions while traveling. In some cases, it is even possible for the contemplator to pull the island out of the sea and into the sky, where it floats through the air. Once in the air, the contemplator is able to keep the island suspended without continuing to focus. If the contemplator's island is destroyed, it may find a new suitable island with no more than a half-mile radius and attune to it in the same way. If a new island must be formed, the formation process takes one week. It is extremely rare to encounter a contemplator outside of its lair. While on its island, a contemplator has access to lair actions. Its whole lair also has unique traits. A contemplator in its lair has a challenge rating of 17 (18,000 XP).
Lair Actions. On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.
- The island quakes violently, each creature on the ground must make a DC 18 Dexterity saving throw or be knocked prone.
- Thick green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.
- The contemplator alters the flow of time on the island for mere seconds. Every creature must re-roll initiative. The contemplator can choose not to re-roll.
Lair Traits. A contemplator's lair might have any or all of the following effects in place.
- The first time a creature with an Intelligence score of 3 or higher sets foot on the island, the contemplator becomes aware of the creature's presence, and location. - Fog lightly obscures the sea (or air) within 6 miles of the lair.
- Creatures within 1 mile of the lair feel much more inquisitive than usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means. Things they had not even thought to consider until now
Stolen Spells. Some contemplators have drained the minds of powerful wizards, using their ability to absorb intelligence. A contemplator who has achieved this, will be able to cast any of the spells that wizard had prepared when they were captured. A contemplator might save the use of these spells for a time of crisis, or a very important battle. If you want, you can give your contemplator access to any spells a wizard might be able to learn. However keep in mind depending on what spells you decide your contemplator knows, this might make them vastly more powerful. For example, allowing your contemplator to cast wish might make a battle more interesting, but you'll want to adjust the contemplator's CR appropriately.
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