Aberrant Hybrid. The madness is also an aberration.
Amorphous. The madness can move through a space as narrow as 1 inch wide without squeezing.
Body Warp. Any creature reduced to 0 hit points by the madness must make a DC 15 Constitution saving throw. On a successful save, a creature becomes immune to the Body Warp of any congealed madness for 24 hours. On a failed save, the creature is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the creature 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 creature to suffer another level of exhaustion. Once the creature reaches 6 levels of exhaustion, it dies and instantly transforms into a star slug. The transformation of the body can be undone only by a greater restoration or wish spell.
Magic Resistance. The madness has advantage on saving throws against spells and other magical effects.
Mind Warp. A creature affected by this trait can't take reactions until the start of its next turn and rolls a (d8) to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Spider Climb. The madness can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Warping Form. A creature that touches the madness or hits it with a melee attack while within 5 feet of it takes 7 (2d6) force damage and 9 (2d8) psychic damage and must make a DC 15 Wisdom saving throw or become affected by the madness's Mind Warp trait. Any nonmagical weapon that isn't made of adamantine that hits the madness is instantly transfigured into a lump of warped material that can only be used as an improvised weapon that deals 1d4 bludgeoning damage.
Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 17 (5d6) force damage and 13 (3d8) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or become affected by the madness's Mind Warp trait.
Split. When a congealed madness that is not Tiny is subjected to lightning or slashing damage, it splits into two new congealed madnesses if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are size Tiny.
Description
There are strange, unknowable energies in the eldritch dimension known as the Far Realm. When some of this energy crosses over into our world, it is compressed by the laws of our reality into a form that can exist within our world: a mysterious opalescent slime that scholars call congealed madness.
Warping Catalyst. Congealed madness has a strange effect on physical matter. Anything that touches the ooze begins to warp and twist, changing into a new, weirder form. Inanimate objects are molded into new shapes or transmuted into different materials, and living creatures are mutated into increasingly aberrant forms.
Eldritch Hunger. A blob of congealed madness acts like a living creature, acting on its own to pursue its own form of food, which it uses to persist and produce more of itself. Instead of physical matter, however, these oozes consume the thoughts of sentient creatures. The prey of a congealed madness feels their mind slipping away as the ooze consumes it, leaving them with only confusion. If enough thoughts are consumed, the victim can be left with temporary or sometimes even permanent insanity.
Aberrant Nature. Congealed madness doesn't require air, drink, or sleep.
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