Phantasmal Transfusion. The yama can choose a creature within 30ft of it. For the next round, the Yama links to it. A faint, but visual blueish-white light connects the Yama and creature. Starting at the start of the Yama's next turn, any damage, healing, buffs, and debuffs applied to the Yama are transfered to the linked creature instead. This goes both ways however, any damage, healing, buffs, and debuffs that the linked creature recieves are transfered to the Yama instead. If the creature walks more than 30ft from the yama the tether is broken.
Grievous Wounds. Some of this creature's abilities deal grievous damage, this means if the target is att less then 1/2 hp, it always does max grievious damage, and any healing the target recieves within 1 round of taking grievous damage is halved.(can be cured with minor restoration)
Advanced Ghosted. This creature is always under the affect of ghosted,(can pass through creatures and nonmagical or magical barriers, and can occupy the same spot are other creatures
Barrage. The Yama spits 6 Ectoplasmic mucus balls at up to 3 targets however it takes an accuracy penalty (-4) so the attack has a +1 to attack rolls instead of +5
Ectoplasmic mucus. Ranged Weapon Attack: +5 to hit, range 30/60ft., 1 target. (1d4+3) [poison] damage, (1d4+3) [necrotic] damage, and (1d4) [grievous] damage, (heals on the target are halved for 1 round.
Shriek. The Yama lets out a horrible scream, all creatures that hear it lose concentration, and all creatures except for its link must make a constitution save equal to the target's own constitution score. On a success the target takes 1 poison damage, 1 necrotic damage, 1 grievous damage, and 1 psychic damage. On a fail the target is constantly under atta k by its own thoughts. Whenever the creature attemps to use its action, it must make a wisdom 16 save, on a fail it loses its turn and has to fight the voices in its head taking 3 psychic damage.
Has 1 point and regains it ath the start of its turn
Phase Drive.(Costs 1 Actions). If a creature it can see lands a critical hit on it while it is not tethered to a creature, it can use its reaction to welcome the hit, taking 3x damage. In exhange, the attacker must make a wis 17 save, on a fail, the attacker takes damage equal to half of its max hp(attacker's hp) on a success the creature takes half of that(1/4 of its max hp). Lastly, if the creature rolls a Nat 1, it takes damage equal to 60% of its max hp. This ability cannot bring a creature below 1 hp.
Flash Possession. If a creature it can see rolls a Nat 1 on an attack or a save, it can use its Reaction to get into the creatures head and immediately break the connection causing a stimulation overload to the brain. The creature must roll a wis save and beat the wis of the Yama, if the Yama wins, the creature takes (3d4+5)[psychic] damage. If the target wins it only takes 5 psychic damage. This ability cannot bring a creature below 1 hp.
Description
These Ghostly abarrants are fairly small, almost like a slightly larger whisp, when angry, it forms a face and often shrieks at the aggressor. These small wisps are not to be messed with however, they may not pack too much of a punch, but they are oddly fortified against damage most of the time. For an unknown reason, when it finds a worthy opponent, it forms some sort of beam between it and the creature, some speculate that its to intimidate or confuse the target. Others say its to warn the target to back off, and another party say its to absorb the target's vitality, no one knows for sure however. Another interesting fact is they seem to be very attracted to alcohol, and electrum.They normally are pretty neutral and stick to a certain location, however some are nomadic are are known to anger easily. Only 4 have been recorded as killed, and it took a group of 7 mages to successfully bring one down. So hunting them proves exceptionally hard, but their Ectoplasm is exceptional for potion brewing. As well as it is the best known adhesive when mixed with alcohol. And it can be used as a great offensive or supportive tool, applying it to the tip of weapons causes the wounds it makes heal slower, while applying it to bandages or cloth cause it to heal wounds much faster. Be extremely careful with it however, it is extremely flamable and seems to burn infinitely unless water or sand suffocates the fire. Because of this they are very valuable to travelers and merchants who are willing to pay a pretty penny for just a small sample. Lastly, their is a rumor that when it is mixed with blood, electrum, and some sort of tree sap, it seems to slightly grow, like its multiplying.
"This unearthly substance seems to disregard all forms of physics almost seems to have its own set of laws and rules, like its somewhat conscious... It's fascinating! must learn more about it."
- Gara Suden, professor and scientist of, The institute of magics and the unexplainable.
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