Amphibious. The Consumed can breathe both air and water.
Amorphous. The Consumed can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Blood. A creature that touches the consumed or hits it with a melee attack within 5 feet of it takes 4 (1d8) necrotic and 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the consumed corrodes. After dealing damage, the weapon takes a permanent -1 penalty to attack and damage rolls. If its penalty drops to -5, the weapon is destroyed.
Innate Spellcasting. The Consumed's spellcasting ability is Constitution (Spell save DC22, +14 to hit). The Consumed can cast the following spells innately, requiring no material components.
At Will: Detect Magic, Magic Missile (1st level), Arms of Hadar
3/day each: Hunger of Hadar, Darkness, Hex, Counterspell
1/day: Maddening darkness
Magic Attacks. The consumed's attacks are considered magical.
Magical Resistance. The Consumed has advantage on saving throws against spells and other magical effects.
Reactive. The Consumed can take a reaction on every turn in a combat.
Shadow Stealth. While in dim light or darkness, the consumed can take the hide action as a bonus action.
Spider Climb. The Consumed can climb on difficult surfaces, including upside down and on ceilings, without needing to make an ability check.
Multiattack. The Consumed can make two attacks OR use its corrupting touch.
Touch of the consumed. Melee Weapon Attack: +10 to hit, reach 10ft., 1 target. Hit: 23 (3d10 + 7) Necrotic Damage, if the target is a creature it must make a DC22 constitution saving throw or take an additional 16 (3d10) force damage.
Bolt of the devourer. Ranged Weapon Attack: +14 to hit, range 120/300 ft., 1 target. Hit: 27 (3d10+11) Force damage plus 11 (2d10) force damage. If the target has the spell casting or pact magic features it must make a DC22 Spellcasting ability saving throw, if the target fails it loses a spell slot of its choice, the consumed regains a number of hit points equal to 4 times the level of the spell slot.
Corrupting Touch (Recharge 6). The Consumed targets a creature within 5 feet of it, the target must make a DC22 Wisdom Saving Throw or take 55 (10d10) psychic damage and be stunned for the next minute. On a successful save the target takes half damage and suffers no additional effects. A stunned creature can remake the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spell Reflection. If the Consumed makes a successful saving throw against a spell, or a spell attack misses it, the Consumed can choose another creature (Including the spell caster) it can see within 120 feet of it. The spell targets the chosen creature instead of the Consumed, if the spell forces a saving throw, the chosen creature must make its own save. If the spell was an attack, the attack is rerolled against the creature.
Spell Absorption. If the Consumed takes damage from a spell, it can choose to instead take half the damage it would have.
Spell Reversal. When a creature the Consumed can see within 30 feet of it regains hit points, the Consumed reduces the number of hit points regained to 0, the consumed instead deals 16 (3d10) force damage to the creature being healed.
Description
A being made of a mix of pure shadow and magic consumed by the very need to consume itself. This ever driving hunger leaves this being with malice and a need to feed on anything with life force or magic. If it catches you in its glowing red eyes you can say your goodbyes.
Comments