Absorb Remnants. If the apathy is within 5 feet of another apathy who has died within the last minute, the apathy can absorb the corpse and grow in size. Whenever the apathy absorbs one of it's fallen brethren, it heals 2d6 hit points, and it's max hp increases by the same amount. Also, when the apathy uses Absorb Remnants, it's size increases by 2d4 inches. If this ability is used 5 times, the apathy is affected by the 'Enlarge' portion of the Enlarge/Reduce spell. If the apathy has not used this ability within the past 24 hours, then all effects of this ability are reset.
Apathetic Presence. The apathy's presence, wether seen or unseen, is enough to drain the will from all those around. Any creature within 1 mile of the apathy must make a Wisdom saving throw whenever they take a short rest or a long rest. On a failed save, any affected creature has their will drained, giving them 1 level of exhaustion, and they do not get rid of any exhaustion levels as a result of completing a rest. On a success, no exhaustion is gained, but they do not get rid of any exhaustionlevels as a result of completing a rest.
In order to get rid of any exhaustion while Apathetic Presence is active, a creature must consecutively succeed the Wisdom save during a long rest.
The DC is determined by how many apathys are nearby, as well as how many creatures are within range; the more apathys are nearby, the higher the DC, and the more creatures are within range, the lower the DC (The Dungeon Master can use this information to determine their own DC).
Undead, Constructs, and Plants are unaffected by Apathetic Presence.
Oozing Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) slashing damage and 5 (1d8) acid damage. The target then must make a DC 14 Constitution saving throw. On a failure, the target takes 2d4 acid damage on each of their subsequent turns for the next minute. The target can repeat the save on the start of their turn. On a success, the target takes half the initial damage and suffers none of the additional effects.
Apathetic Screech (Recharge 6). The apathy lets out a loud waling scream able to drain the willpower from those who hear it. All creatures within 30 ft of the Apathy must make a DC 14 Wisdom saving throw. On a failure, a target has their will drained, and they gain 1 level of exhaustion as well as being knocked prone. On a success, no effect takes place.
Undead, Constructs, and Plants are unaffected by Apathetic Screech.
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