Wear Flesh. The tsochar attempts to enter the body of a humanoid. The tsochar must touch the target, who must be either willing or incapacitated, for 1 minute, after which the target must make a DC 13 Constitution saving throw. On a failed save, the target is inhabited by the tsochar. While inhabiting a creature, the tsochar has total cover against attacks and other effects originating outside its host. The tsochar can see through the host's eyes and hear what it hears, gaining the benefits of any special senses that the host has.
The inhabitation lasts until either the tsochar ends the inhabitation as an action, dealing 10 (3d6) piercing damage to the host, or the tsochar is forced out of the body by an effect such as the dispel evil and good or lesser restoration spells. When the inhabitation ends, the tsochar emerges in an unoccupied space within 5 feet of the host.
Multiattack. The tsochar makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 3 (1d6) poison damage at the start of each of its turns. The tsochar has four tentacles, each of which can grapple one target.
Replace. The tsochar bores into the body of a creature it is inhabiting (see the Wear Flesh trait). The host must succeed on a DC 13 Constitution saving throw or take 21 (6d6) piercing damage and be poisoned for 1 minute. The poisoned host can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If this damage reduces the host to 0 hit points, the host dies and the tsochar takes control of the host's body, which remains living. The tsochar is now effectively the inhabited creature. Its type becomes aberration, and it gains a number of temporary hit points equal to the host’s hit point maximum.
The tsochar retains its Intelligence, Wisdom, and Charisma scores, as well as its telepathy, and resistance to cold damage. It otherwise adopts the target’s statistics, gaining access to its spells, if any.
The replacement lasts for 1 year or until the temporary hit points are lost (at which point the body becomes a corpse) or the tsochar ends its inhabitation as an action. When the replacement ends, the tsochar emerges in an unoccupied space within 5 feet of the corpse.
Description
Fearsome invaders from a distant realm, the tsochari are a race of monstrous imposters, creatures that can steal the bodies of their victims and pass unnoticed in humanoid society. They lust after magic, especially arcane magic, and eagerly seek out humanoid wizards to replace so they can gain access to spells they otherwise could not wield.
A tsochar resembles a tangled mess of knotted ropes or a ball of barbed wire. It has dozens of thin but strong tentacles, each studded with small, sharp, sickle-like claws. Its body is little more than a thickening and joining of its multiple limbs. The creature’s eyes are small, dark orbs that rest at the end of smaller, thinner tentacles, well hidden in the mass of its other limbs, and its mouth is a round, lamprey-like orifice in the middle of its underside. The tsochar is an indigo blue in color, with a mottled pattern of lighter blue spots on its upper surface.
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