Shadow. Light gives the creatures defininate shapes. While an instance of 1983 - 2 is in dim light, it has disadvantage on attack rolls, advantage on saving throws, attack rolls have disadvantage on it, and creatures have advantage on saving throws it inflicts. While in total darkness, it is incapacitated, invisible, and cannot be interacted with by any physical means, this includes attacks and damage. these effects instantly fade when it is exposed to a different level of light.
One Task. If an instance of 1983 - 2 has a humanoid heart in its possession, it will return to its lair. Unless provoked, the instance will no longer be hostile. If an instance is reduced to zero hit points, its form is destroyed, and its essence returns to its lair. only if the heart tied to the instance is destroyed can The Creature From Nowhere truly die.
Unholy. A Creature From Nowhere can only be damaged by a creature who prays while they attack.
Claw. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 10 Charisma saving throw or have its heart and soul removed. A creature whose heart has been removed is killed, and they cannot be revived by any means except for wish, true resurrection or divine intervention. If the heart is returned to its owner, regenerate can return them to life.
Lair and Lair Actions
The Doorway to Nowhere
Instances of The Creature from Nowhere are often seen alone, seeking out one soul and vanishing seemingly forever once they have one. This is misleading, as an instances lair is often far away, and the souls serve a much grander purpose.
Creatures From Nowhere come from another plane of existence, accessed through secluded abandoned doorways in ruined structures. This plane is an ever-changing labyrinth of humanoid built corridors and rooms. At the very center of this labyrinth is where the creatures from nowhere originate, A large chamber with a massive pile of humanoid hearts. Each heart is tied to an instance of 1983-2, and every new heart they add creates a new Creature From Nowhere. The hearts in the pile are ordinary, and can be destroyed by conventional means. destroying a heart will destroy the Instance tied to it permanently, but doing such also destroys the soul of the original creature.
Lair Actions
On initiative count 10 (losing initiative ties), 1983-2 takes a lair action to cause one of the following effects:
- 1983-2 adds a heart it has stolen to its nest. when it does so, a new instance of 1983-2 will appear within 5 feet of the nest. The new instance acts on its own initiative.
- an instance whose essence exists within the lair gains a new form, and its hit point maximum is restored.
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