Legendary Resistance (3/Day). If Hien fails a saving throw, they can choose to succeed instead.
Psychic Leech. At the start of each of Hien’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
Thrives on Company. Hien has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
Amorphous. Hien can move through a space as narrow as 1 inch wide without squeezing.
Shapechanger. Hien can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. Hien has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If Hien surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Grappler. Hien has advantage on attack rolls against any creature grappled by it.
Spider Climb. Hien can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Regeneration. Hien regains 10 hit points at the start of its turn if it has at least 1 hit point.
Decaying Impersonation. As a bonus action, Hien can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of rot and decay. Hien can impersonate 2d6 + 1different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is Hien, meaning the Hien occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between Hien’s main body and the simulacrum. The simulacrum disappears if the tether is severed.
Multiattack. Hien makes one harpoon arm attack and uses Sorrowful Embrace.
Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Hien has two harpoon arms and can grapple up to two creatures at once.
Sorrowful Embrace. Each creature grappled by Hien must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, Hien pulls each creature grappled by it up to 30 feet straight toward it. A creature that is reduced to 0 hit points by this effect, dies and is absorbed into Hien, causing them to learn all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies, and gain all the memories of the target.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3)bludgeoning damage plus 7 (2d6) psychic damage.
Hien can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hien regains spent legendary actions at the start of their turn.
Move. Hien moves up to his speed without provoking opportunity attacks.
Lash Out (Costs 2 Actions). Hien makes one pseudopod or harpoon arm attack.
Description
All That Remains is Loneliness. Hien was once a normal changeling who want to be accepted, to have friends, just like everybody else, They thought they had them, until suddenly they was shunned for no known reason, and in an emotional extreme they lashed out decided to kill these people who they thought were friends but were seemingly just using Hien, when they later calmed down, they realized they had made a terrible mistake and deeply regretted it, but was too late, as the mists surrounded them and their town, sucking them into and creating a new domain of dread. Over the years Hien began to lose bits of their memory, but having been unknowingly made the darklord of this domain of dread their town now was, their shapeshifting abilities had been enhanced but also twisted to the point they can no longer seem to embrace anyone without killing them, most horrifically, those people are absorbed into Hien, their memories replaced with that of the victim's. At this point they find them self alone, with but extensions of their self trying to be those they has lost, but knows they are not real, they are fakes, lies, thus suffers their loneliness, but when others to wonder into their domain, they try to befriend and embrace them, having from the mix of minds and long periods of isolation forgotten what will happen to them, desperate for companionship and friends, hoping to somehow show they have can behave and hopes for another chance, for forgiveness, but so far one way or another, he is denied this, and often ends with those who visited dead or embraced into the lonely lord, leaving them to suffer their eternal pain all over again.
Shapeless Stalker. When Hien realizes people have entered their domain, they seek them out and use their shapeshifting abilities to follow them undetected, usually as a shapeless mass or tendril or serpent like shapes, or as people, otherwise Hien typically takes on a vaguely humanoid form that is periodically if not always changing, only remaining the slightest bit humanoid, with what seems like a flesh and also ooze like texture to it's "skin", and even then when seemingly only the size of a person, the rest of them remains, hidden or spread out though out the area or even the entire domain. Sometimes Hien will attempt to use the form of a normal person to interact with the party, feeling keenly the need for interaction.
Embracing Absorption. As a cruel act by the dark powers' curse, when Hien dose try to embrace someone to alleviate their loneliness, it drains the one being embraced, to the point they are absorbed and consumed by the cursed physical form the dark powers granted Hien when they stole them and their town away from their home world. This act often confuses and enrages Hien, making them prone to lashing out and possibly being lost in any one of the negative emotions of those who they have unwillingly absorbed into their being.
Bleakmire. The former town of Bleakmire and it's surrounding area, now lives up to it's name, as the domain of dread known as Bleakmire is a bleak shadow of what it once was, only filled with what unknown to any outsiders are parts of Hien, trying to make things seem somewhat normal, but some details remain rather off. Buildings are barely upkept, people rarely seem to deviate from their jobs or routine, and those who talk within the domain often find clear speech and communication by verbal means to be difficult, meanings being taken the wrong way or points not being clear enough, to those who visit this can lead to much confusion and trouble, but the townsfolk rarely suffer from this.
Lair and Lair Actions
Lair Actions
While Hien is in town of Bleakmire, they can take lair actions as long as they aren’t incapacitated.
On initiative count 20 (losing initiative ties), Hien can take one of the following lair action options, or forgo using any of them in that round:
- Walls within 120 feet of Hien sprout grasping appendages until initiative count 20 on the round after next. Each creature of Hien’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- Hien causes a up to four shadows in their lair to transform into shadows appearing in an unoccupied space that Hien chooses within the lair. They vanish after 1 hour.
Previous Versions
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7/15/2021 3:17:18 AM
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Coming Soon
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