Agent of Plague. Any creatures entering an 80 ft radius of the Tetrodolite must make a Constitution 16 Saving Throw, contracting Tetrodolisis on a failed save, or becoming immune to this effect for the next 24 hours on a successful one.
"It will stop at nothing to ensure plague unfurls across the world, that none can recover from sickness, to change the landscape for this sole purpose, The Agent of Plague."
Tetrodolisis. Creatures with Tetrodolisis will immediately gain one level exhaustion and vulnerability to poison, after 1d4 days, the rest of the symptoms manifest: The creature becomes weak to water, vomiting every 1d4 turns spent in it, dealing 1d6 acid damage. The creatures immune system also becomes weakened, causing Saving throws relating to the contraction and development (Manifestation of symptoms) of all diseases to be at disadvantage. Every time the creature ingests food, it must make a Constitution 12 Saving throw or vomit it up, dealing 1d6 acid damage and taking away all benefits gained from the food including satiation, on a successful save, the creature is immune to this effect for the next two times it eats. Every long rest, the creature takes 1d12 Psychic damage, and cannot recover it until it is cured. To cure itself, the creature must delve deep into the centre of the Tetrodolite's lair, where it's eggs are nested, and retrieve one, or part of it (10 kilograms is best). This must then be refined by pure magic energy in a pot over a flame, turning every 1d10 Kilograms into one dosage of the cure. If their are no eggs accessible, the creature can also retrieve an eye of a Tetrodolite, or part of it (30 kilograms is best) and go through the same process, turning every 3d10 kilograms of Tetrodolite eye into one dosage of cure. Anyone with Tetrodolisis cannot be cured of other diseases.
"Pure toxins flow through the victims veins, they scream in the agony of all those inflicted before them, swampy tears run from their eyes as they sit alone, where they will perish."
(Creator's Note to Dungeon Masters: If the party is too low a level to create a cure, just make it a purchasable item, don't kill them just for going too close to a Tetrodolite.)
Brawn Rot. A waterborne disease causing the deterioration of the muscles, the symptoms will manifest after 1d4 hours. The creature gains one level of exhaustion. The creature loses 1d8 Strength. Every long rest, the creature must make a Constitution 16 Saving Throw or lose 1d4 Strength, on a success the creature recovers 1d4 Strength, being cured if they return to their normal level of Strength, however if they have Tetrodolisis, the disease remains. Having a Healing spell cast with a spell slot of 2nd level or higher 1 hour before the long rest or gaining benefit from Song of Rest will give you advantage on your Constitution Saving Throw.
"As the lone survivor limps his way through the swamp, the rain rattling on the armour he had abandoned, he makes one last reach with his arm before he collapses, unable to move."
Coal Clod. A pathogen spreading from the mud and dirt of a swamp or other diseased region causing lumps to appear on the infected skin, the symptoms will manifest after 1d4 hours. The infected creature now requires doubled food and drink intake and will not gain benefits from short rests and will lose 1d4 Charisma. Every long rest, the creature must make a Constitution 16 Saving Throw or grow a multitude of diseased lumps across their body, losing 1d8 Charisma, upon success, they will recover 1d4 Charisma, if they return to their default Charisma, they are cured, however if they have Tetrodolisis, the disease remains. Having a Healing spell cast with a spell slot of 2nd level or higher 1 hour before the long rest or gaining benefit from Song of Rest will give you advantage on your Constitution Saving Throw. Every long rest, roll a d4, on a 1, one of the lumps on you skin will burst, causing a 10 ft radius circle to be contaminated with Coal Clod where you slept, anyone without Coal Clod entering the area must make a Constitution 16 Saving Throw or contract it, this effect also happens when an infected dies.
"She claws at the door, attempting to leave the place she had isolated herself in, trying to survive. Cold winds prod the door open, revealing a corpse riddled with busted black lumps, dripping into a pool of blood."
Legendary Resistance (3/Day). If the Tetrodolite fails a saving throw, it can choose to succeed instead.
Spellcasting. The Tetrodolite is an 18th-level spellcaster. Its spellcasting ability is Intelligence with a spell save DC of 16, +6. The Tetrodolite has following wizard spells prepared:
Cantrips (at will): Acid Splash, Chill Touch, Poison Spray, Prestidigitation, Ray of Frost
1st level (4 slots): Chromatic Orb, False Life, Hideous Laughter, Magic Missile, Ray of Sickness, Shield, Thunderwave, Witch Bolt
2nd level (3 Slots): Acid Arrow, Blindness/Deafness, Cloud of Daggers, Crown of Madness, Misty Step, Ray of Enfeeblement, Shatter, Suggestion
3rd level (3 Slots): Counterspell, Dispel Magic, Fear, Lightning Bolt, Vampiric Touch
4th level (3 Slots): Black Tentacles, Blight, Ice Storm, Phantasmal Killer
5th level (3 Slots): Arcane Hand, Cloudkill, Cone of Cold
6th level (1 Slots): Chain Lightning, Circle of Death, Disintegrate, Freezing Sphere
7th level (1 Slot): Finger of Death, Prismatic Spray, Teleport
8th level (1 slot): Feeblemind, Power Word Stun
9th level (1 slot): Prismatic Wall, Time Stop, Weird
Fin Flip. The Tetrodolite is filled with rage, flipping it's tail towards it's target(s). Melee Weapon Attack: +14 to hit, 60 foot cone, up to 3 targets. Hit: 32.5 (5d10+5) slashing damage plus 26 (4d10+4) poison damage.
"The contaminated water moves with the Tetrodolite's tail as it unleashes this attack of sickening power."
Discharge Pestilence (Recharge 5-6). The Tetrodolite breaths in as it's insides glow an ever bright green, and then it releases pure toxic energy in a 100 foot cone. Each creature in that cone must make a Constitution 24 Saving Throw taking 66 (12d10) poison damage, then 33 (6d10) acid damage on a failed save, or half as much poison damage and no acid damage on a successful one. Any creatures hit by this must make a Constitution 18 Saving Throw, on failure, they contract Tetrodolisis.
"Sheer pestilence is unleashed to plague all those who stand against it, as the almost sappy acid and poison cover your body, you're consumed into a fate worse than death." -Master Wizard, Archimage Dracnon.
The Tetrodolite 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. The Tetrodolite regains spent legendary actions at the start of its turn.
Legendary Discharge Pestilence (3 Actions): The Tetrodolite breaths in as it's insides glow an ever bright green, and then it releases pure toxic energy in a 100 foot cone. Each creature in that cone must make a Constitution 24 Saving Throw taking 66 (12d10) poison damage, then 33 (6d10) acid damage on a failed save, or half as much poison damage and no acid damage on a successful one. Any creatures hit by this must make a Constitution 18 Saving Throw, on failure, they contract Tetrodolisis. This action requires recharge. This action is legendary, meaning that this version of the action is recharged separately from it's counterpart.
Recharge Legendary Discharge Pestilence (3 Actions): Legendary Discharge Pestilence may be reused after this creature's next turn ends.
Fin Flip (2 Actions): The Tetrodolite is filled with rage, flipping it's tail towards it's target(s). +14 to hit, 60 foot cone, up to 3 targets. Hit: 32.5 (5d10+5) slashing damage plus 26 (4d10+4) poison damage.
Cunning Action: The Tetrodolite may Dash, Disengage or Hide.
Description
"As the village surrounded by waste and plague came into view, I became more and more neurotic, "I-It's all, destroyed... we were too late." I stammered. "We could still kill the beast, stay weary" Charlotte reminded me. As we approached the diseased land, I casted Aura of Purity, keeping us safe from the aftermath. "Well, where is this thing?" She said as she peered into the dark waters, pulling out her Warhammer, which glistened in the moonlight. I casted Daylight and propelled it far into the water until it revealed a large object, coloured with a sickening neon green that slowly darkened towards the base. "It's laid an egg, it's definitely still nearby!" I alerted. I create a Telepathic Bond between me and her, and I dive into the water to destroy the egg with my longsword. As I approach the egg a sudden cloud of slimy green bursted out from above me, "Watch out Mellissa!" Charlotte's voice screams into my mind, but it was too late, I was being consumed by the radioactive green void."
- Mellissa Vormel's last moments.
The Tetrodolite is a vicious and unmerciful predator of the oceans, around 70 ft long and 30 ft wide and tall with a 60 foot long tail, having a shape almost reminiscent of an airship or blimp, with a completely navy blue exoskeleton riddled with holes like swiss cheese, revealing an almost radioactive green centre, with two massive eyes near the front, bearing black sclera and gravelly coloured pupils. At it's back, a massive silicone like tail, with the same shape as a Thresher shark's, a large scythe with sharp edges.
Tetrodolites live up to 1300 years, however there are very few due to their origins and lack of mates, and when they can find a mate, they usually lay 1-4 eggs, despite their whale-like appearance, and spend a century near their eggs, causing a 1 mile radius of disease and climate change, becoming a swampy area with heavy rains all season round along with strong winds and freezing temperatures, however the frequent rain prevents formation of snow, creating a harsh environment where only it and any new plagues can survive. Over the course of another two centuries the land will eventually return to it's original climate, with traces of disease and moisture still left behind. If they survive, (Usually only one in three doing so) Tetrodolites take three centuries to mature and are fertile at ages 300 to 700, retiring to the depths of the ocean afterwards. Only one to three Tetrodolites will be active at a time, the rest slowly decaying on the ocean floor, this means that the species will likely only survive a handful of generations, however due to their longevity, their extinction takes a long time.
It's origins are unknown but it is speculated to be a collaboration of powerful creators of many kinds, be it fey, elemental, or celestial. This is further emphasised by the languages it understands and speaks, along with it's appearance.
If you were to ask a being of incredible power or a creator of a plane, and they were willing to answer, all they'd be able to say is "Once a large group of creators like me got together and created their own plane that only they could access, which may not currently exist anymore. They mixed all of the aspects of their respective planes and created many monstrosities, including the Tetrodolite, and despite all having their own goals and beliefs, were able to agree to give the Tetrodolite one goal, "To rid the world of purity, to bring all an equal level of despair through plague." This happened long ago and many of the individuals involved have been killed or stripped of their powers, many have tried to banish their creations to Carceri, but due to being directly created by many powerful people, none have succeeded." These words may change depending on how willing the creator is to tell you and their place in the story.
Creator's Note: You can also alter this story to fit your campaign if you wish, It's mostly just a cool piece of lore I made. I'm also okay if you wish to create some of the other creatures that were created the same way as the Tetrodolite (Just please don't claim that it's your own and credit me.)
Lair and Lair Actions
A circular area of land (1 Kilometre Radius) that has been affected by the growing plague, heavy rain is always active and new species of creatures have been made from infected individuals and plants.
Lair Actions
On initiative count 20 (losing initiative ties), the Tetrodolite takes a lair action to cause one of the following effects; the Tetrodolite can’t use the same effect two rounds in a row:
- Sleet Storm: The Tetrodolite can cast Sleet Storm at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Speak with Plants: The Tetrodolite can cast Speak with Plants at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Wall of Sand: The Tetrodolite can cast Wall of Sand at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Wall of Water: The Tetrodolite can cast Wall of Water at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Wall of Wind: The Tetrodolite can cast Wall of Wind at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Major Image: The Tetrodolite can cast Major Image at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Telepathic Bond: The Tetrodolite can cast Telepathic Bond at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot and forms the bond whether the targets are willing or not.
- Fabricate: The Tetrodolite can cast Fabricate at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
- Hallucinatory Terrain: The Tetrodolite can cast Hallucinatory Terrain at any area within it's lair, it functions the same, however it uses a lair action rather than a spell slot.
Regional Effects
The region created by the Tetrodolite is plagued, which causes the following effects:
- Mass Rain: The region is forever in a wet season, where there is heavy rain at all times of the day. It will also never snow.
- Piercing Cold: The region is always at temperatures between 10 degrees Celsius and -12 degrees Celsius. It will never be snowy, however.
- Domain of Plague: The region is covered in diseases originating from Tetrodolisis.
If the Tetrodolite dies, these effects fade over the course of 80-120 years.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
8/28/2022 3:02:29 AM
|
11
|
1
|
1.2
|
Coming Soon
|
|
9/17/2022 10:18:06 AM
|
13
|
1
|
1.3
|
Coming Soon
|
Comments