Telepathy. Nidoa can communicate telepathically with any creature that can speak a language in it's preferred language.
Lot 'O' Puff. Corrupted Nidoa are resistant to all bludgeoning, piercing and slashing damage from nonmagical weapons
Spellcasting. The Corrupted Nidoa is a 6th-level spellcaster, with wisdom as its spellcasting modifier and the following spells prepared:
Cantrips (at will): Vicious Mockery
2nd level (2 slots): Suggestion
4th level (4 slots): Dominate Beast, Phantasmal Killer
5th level (1 slot): Dominate Person
6th level (2 slots): Eyebite
Horn rush. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: (3d4) necrotic damage.
Vicious Mockery. Spell: If a creature fails a DC 14 Wisdom saving throw, deal 1d4 psychic damage and give the target disadvantage on it's next attack roll.
Suggestion. Spell: If a creature fails a DC 14 Wisdom saving throw, roll a d6 and make the creature perform the corresponding suggestion:
- I mean no harm, throw away your weapon
- Leave me in peace
- (Insert target here) desires to cause me pain, get them to leave me alone
- Put me on your shoulder so I can see the world from your point of view
- You've spent a long time wandering, you should get some sleep
- Your backpack looks very full, you surely don't need all of it.
Dominate Beast/Dominate Person. Spells: If a beast/person fails a DC 14 Wisdom saving throw, the target becomes charmed and is forced to obey the Nidoa's command until the spell ends or is broken
Phantasmal killer. Spell: If a creature fails a DC 14 Wisdom saving throw, the target becomes frightened. As long as the target is frightened, they must make a saving throw at the end of their turn. A successful save ends the spell. A failed save deals 4d10 psychic damage.
Eyebite. Spell: If a creature fails a DC 14 Wisdom saving throw, the Nidoa can choose to either render the target unconscious (ended when damaged or shaken awake by another creature), leave them frightened (ended when the target is 60 feet away and hidden), or give them disadvantage on all attack rolls and ability checks (ended when the target successfully rolls a DC 14 Wisdom save at the end of it's turn).
Description
Corrupted Nidoa can be created from many situations: A failed horn hunt attempt; a serious fall onto it's horns; even prolonged periods of time around creatures of darkness have been known to "corrupt" the magic of a Nidoa. This corruption occurs when the horns become cracked and the interior becomes tainted by the outside world. These Nidoa tend to create or serve evil, often for the person who "corrupted" them. If no sufficient master can be found, Corrupted Nidoa will terrorise other for it's own amusement, with Junior Nidoa their favourite target.
While the corruption strips the Nidoa of certain aspects of its power, it's tainting gives it the ability to verbally communicate, as well as learn spells outside of a normal Nidoa's comprehension.
Previous Versions
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9/12/2023 6:09:22 PM
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Coming Soon
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