Ooze Form. Other creatures can enter the space, but a creature that does so is subjected to the noth's Engulf and has disadvantage on the saving throw.
Creatures inside the noth can be seen but have total cover.
A creature within 5 feet of the noth can take an action to pull a creature or object out of the noth. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) psychic damage.
The noth can hold only one medium creature or up to two small or smaller creatures inside it at a time.
Etherealness. Even when the noth is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a noth that has neither moved nor attacked. A creature that tries to enter the noth's space while unaware of the noth is surprised by the noth.
Personnality Creation. If the noth engulfs an unconscious creature. It covers the body, ignoring clothes. The creature losing its old personnality to the noths one. Keeping its class but losing its old race to the race of the noth. Exemple Elf Paladin gets killed by a tiefling noth. It becomes a Tiefling Paladin. Those becoming these ooze like personnality sports a thin film of ooze on their skin, Hiding the real creature below, that often passes as heavy sweating. If the new creature dies. It dissolves revealing the creature true race and person below. If the creature is still alive after the ooze dies. It has no recollection of the time passed as another personnality.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) psychic damage.
Engulf. The noth moves up to its speed. While doing so, it can enter medium or smaller creatures' spaces. Whenever the noth enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the noth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the noth enters the creature's space, and the creature takes 10 (3d6) psychic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) psychic damage at the start of each of the noth's turns. When the noth moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the noth.
Description
Yz'noth are oozes created by an old god name Yz'vash'tul. They are whats left of the creature after it has been devoured. They have no nose, no mouth, no eyes and basically no faces. Their hair has fallen even. They are amorphic ooze creature with a semblance of the form they used to be. Tiefling would have a tail and horns but nothing else. Humans would be plain. Their color is milky white but can still be seen through.
These oozes are part ethereal, making them very hard to see when not moving around. They move only when somethings enters their blindsight range. Otherwise are aimlessly moving and wandering.
Those noth craves what they lost. Personnality and identity. They will go to any length to get those back and will fight any living things they sense near them.
Once the noth has reduced a creature unconscious. It will take over its body by forming itself over it. The only thing a noth ever remembers is what it looked like before being devoured. So it will cover the body and make it look like what it used to be and then will bond to the consciousness within the body and become the new creature. Effectively gaining a new identity and personnality.
While they are still linked to the old god, they remain with a will of their own. They still require to find food for the god they serve. Noths are often creating cults of knowledge to attracts people with intellect so they can make portals to their deity for it to absorb. Creating more noths to which the already working cults feed more creatures in order to expand their own cult.
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