Multiattack. The crawling apocalypse can use cause Despair and makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +11 to hit, reach 25 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 10 (3d6) necrotic damage, and if the target is Huge or smaller it is grappled (escape DC 15). The crawling apocalypse transfers grappled targets to its arms. The crawling apocalypse has 6 arms, each of which can grapple one target. Until the grapple ends, the target is restrained, takes 10 (3d6) necrotic damage at the start of each of the crawling apocalypse's turns, and if it is a creature it must succed on a DC 14 Constitution saving throw at the start of each of the crawling apocalypse's turns or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Cause Despair. Each creature of the crawling apocalypse's choice that is within 120 feet of the crawling apocalypse and aware of it must succed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature that fails the saving throw by 5 or more is also paralyzed for the same duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune the crawling apocalypse's Cause Despair for the next 24 hours.
Description
The crawling apocalypse earns its name by being nearly impossible to end. Krakens dragged up out of the water and mummified by an ancient empire, some have survived the ages past the destruction of their creators and still wander deserts to guard borders that no longer exist against enemies that died long ago. Some rare few still know the command codes for these engines of destruction, and may seek to unleash one upon their foes.
A destroyed crawling apocalypse reforms itself perfectly one day later, reforming even if the body is disintegrated. It must be destroyed on holy ground, burned to ashes, but achieving that is no easy task. Either it must be lured to holy ground and fought there, an exceptionally dangerous proposition, or the body of a destroyed crawling apocalypse must be transported to holy ground before it rejuvenates. Quite the undertaking with a corpse the size of a small house.
The mummification process imbued a terrible curse into the body of the kraken, allowing it to spread a tenacious cursed rot that causes the body of those afflicted to crumble into dust. Two twenty five foot long tentacles lash out, smashing enemies into the ground and dragging their bodies into the mass of lashing arms (in the octopus form, those aren’t technically tentacles) closer to its body.
Previous Versions
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8/22/2021 4:38:49 PM
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8/22/2021 5:01:27 PM
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8/22/2021 5:05:25 PM
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8/22/2021 5:52:46 PM
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