Hell Touched. Any attack done in this form counts as magical.
Grotesque Transformation. Any enemy (besides fiends) within 60ft that can see you when you transform must make a WIS saving throw. Upon failing, each creature must spend its turn fleeing from you, only able to take the dash action. Once out of line of sight, the creature may roll the WIS save at the start of each of its turns. Once a creature has succeeded the save, it is immune to this effect for 48hours. If you drop beast form, the fear effect ends.
Bite and Claw. Two Melee Weapon Attacks.
Bite + 5 to hit, reach 5ft. Hit: (1d8+ 4) [Piercing] damage.
Claw +6 to hit, reach 5ft. Hit: (1d10 + 4) [Slashing] damage.
Natural Barbs. With your arm outstretched, a sturdy barb of natural chitin punctures the skin between your knuckles, ready to be propelled at a target you can sense within 40ft. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage.
Blood and Bile. Your innards gurgle and you spit a ball of sizzling bloody acid at a point within range (20ft), covering a 10ft square. Targets must succeed on a DEX saving throw (DC 14) or take 1d6 acid damage.
The bile remains on the ground for 1d4 rounds and any creature that enters through it must make a CON saving throw (DC14) or take 1d6 acid damage.
You may use each of the following abilities once per day. (1 action)
Ungodly Screech. All creatures within 60ft of you must make a WIS Saving Throw (DC14) or be stunned until the end of your next turn.
The Pits of Hell. Congealed blood seeps from the ground beneath a detectable creature of your choice within 30ft. several undead arms lash out, attempting to pull the creature under. The creature must make a STR Saving throw (DC14), upon a failed save, the creature is banished from this plane for up to 1 minute. This requires concentration.
Portal of Blood. Blood streams from every part of your body, coating you entirely and dripping onto the ground beneath you. You may sink through the floor and reappear in any available space within 40ft. (You may emerge at the start of your next turn if you wish).
Dark Bargains - Immediately after you declare use of one of the above expendable abilities, roll a d6 on the Dark Bargains table below to see the effect.
1) Bloodlust - Your senses heighten and your mind is only able to focus on one thing. Blood. You must spend your turn attempting to reach and devour the nearest dead/unconscious body, dashing if need be. Your desired ability does not take effect. If there are no bodies near, spend your turn attempting to reach and attack the most bloodied creature in range.
2) Hellspawn - Horizontal rings of fire appear around you as three slimy wretches* plop out. The wretches are under the DM's control and will attack the nearest creatures to feed on (providing they are not a fiend).
3-4) Blinded by Rage - The moving figures around you blur further. Red. Red. Red. Kill. Kill. Kill. On your next turn you cannot distinguish friend or foe. You must attack the nearest creature with deadly intent.
5) No effect takes place.
6) In my Name - Your benefactor smiles up on you. You are healed 10HP and gain advantage on your next attack roll.
Description
A horned monstrosity from the depths of hell, so deformed and unnatural that no man should look upon it's horror. Astyl's Beast is like no creature in the overworld and would turn the stomachs - haunt the nightmares of even some of the strongest of men.
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