Amphibious. The Abyssal Temptress can breathe air and water.
Seducing Gaze. When a creature that can see the Abyssal Temptress starts its turn within 40 ft. of the Abyssal Temptress, the Abyssal Temptress can force it to make a DC 15 wisdom saving throw if the Abyssal Temptress isn’t Incapacitated. If the saving throw fails, the creature is instantly charmed. A creature that fails the save must spend their entire turn walking towards the Abyssal Temptress. The charmed creature must repeat the saving throw at the end of its next turn, walking 10ft closer to Abyssal Temptress on a failure or ending the effect on a success. If a creature succeeds a saving throw right after it gets charmed, the creature can walk away as if nothing happened and cannot be charmed again for 24 hours. If the creature succeeds a saving throw on its second throw, the creature is to be incapacitated on its next round and can be charmed again with the action Charm. On each fail the DC constitution saving throw for the charmed creature increases by 1, going from 15 to 16 and so on.
Enchanting Voice. Whenever the Abyssal Temptress sings, all creatures within 60 feet of her are compelled to move closer of their own free will until they can see her. If it is nighttime or the area is heavily obscured, creatures will move as close as possible until the Abyssal Temptress is within their vision. This effect is not a charm and does not force creatures to take any other actions. The Abyssal Temptress can use this trait once per day.
Multiattack. The Abyssal Temptress makes three attacks with its tentacles using all of the attacks on a single creature or three different creatures, reach 5 ft.. Using multiattack. +4 to hit. Hit: 6 (1d8 + 1) bludgeoning damage, the Abyssal Temptress cannot grapple the creature it attacks.
Charm. One humanoid the Abyssal Temptress can see within 20 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Abyssal Temptress telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours
Draining Kiss. The Abyssal Temptress kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Tentacle. Melee Weapon Attack: reach 15 ft., one target. +4 to hit. Hit: 6 (1d8 + 1) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The Abyssal Temptress has four tentacles, each of which can grapple one target. Each grapple is a seperate action.
Siren's Song. The Abyssal Temptress sings a haunting melody, forcing all creatures within 60 feet of her to make a DC 15 Wisdom saving throw or become charmed for 1 round. While charmed, they are compelled to move closer to the Abyssal Temptress at a speed equal to their walking speed and take no actions. After using this ability, roll a d6. On a result of 5 or 6 (Recharge 5–6), the Abyssal Temptress can use this ability again.
Golden Barrage. As a bonus action, the Abyssal Temptress can morph its arms into sharp, golden spikes (using the gold on itself), and use them to strike nearby enemies. If one or more enemy creatures are within range, the Abyssal Temptress can choose to hit one creature twice or hit two creatures once. When it uses the Golden Barrage, its hands return to their normal state after the attack. The melee weapon attack has a reach of 5ft, and can target one or two creatures. +4 to hit. Hit: 10 (2d8 + 1) piercing damage. The creature hit must make a DC 14 Constitution saving throw or take 4 (1d6) poison damage and be poisoned for 1 minute, having disadvantage on attack rolls and ability checks. However, this transformation leaves the Abyssal Temptress vulnerable for one round, as it cannot use its arms for any actions during its next turn, and its AC decreases by one permanently. the Abyssal Temptress can only use its Golden Barrage ability once per long rest, meaning that it can only use it once in a 24-hour period of rest. This ability will recharge after a short or long rest.
Distracting Dance. The Abyssal Temptress can use its bonus action to begin an entrancing dance, causing creatures within 20 feet to have disadvantage on attack rolls against it until the start of its next turn. The target must succeed on a DC 18 Wisdom saving throw or be affected by the entrancing dance. After using this ability, roll a d8. On a result of 6, 7 or 8 (Recharge 6–8), the Abyssal Temptress can use this ability again.
Abyssal Leap. The Abyssal Temptress can teleport to another body of water within 60 feet of her, provided she has line of sight to it. The body of water must be large enough to fully submerge her body.
Parry. The Abyssal Temptress can use its reaction to parry a melee attack, reducing the damage it takes from the attack by 1d10 + its Dexterity modifier (1d10 + 5)
Siren's Wrath. When a creature enters within a radius of 15 ft., the Abyssal Temptress can use a reaction to hit the creature with her tentacles, dealing (1d6 + 1) bludgeoning damage. After using this ability, roll a d6. On a result of 5 or 6 (Recharge 5–6), the Abyssal Temptress can use this ability again.
Description
These humanoid aquatic creatures, known as Abyssal Temptresses, possess the remarkable ability to transform their lower bodies into tentacles at will. Preferring to live alone in the water, they use their seductive allure, beautiful voice, and alluring dance to lure unsuspecting prey and feed on them.
The Abyssal Temptress exclusively takes on a female form, capable of altering only its lower body and arms. Its breathtaking beauty is so irresistible that even those typically uninterested in the opposite sex are drawn to it.
In combat, the Abyssal Temptress's movements are graceful and almost seem like a dance. However, its true intentions are revealed when it unleashes its deadly tentacles upon its prey. It does its best to stay in the water and never get out, so an encounter will almost always happen in the water. The water level it stays in is a bit higher than the knee.
Employing its irresistible charm, enchanting voice, and alluring dance, the Abyssal Temptress manipulates its prey, luring them closer until they are within striking distance. When the prey is close enough, the Abyssal Temptress unleashes its tentacles to capture and feed upon them.
Adorned with a significant amount of gold, typically around 200-300 gp's, the Abyssal Temptress ensures that even those who are immune to its physical charms will be enticed by the lure of riches.
Upon death the Abyssal Temptress returns to her humanoid form if she had used change shape
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