Medium Or Small Aberration, Unaligned
Armor Class 14 Abyssal Hide
Hit Points 10 (2d6 + 2)
Speed 30 ft., fly 40 ft.
STR
10 (+0)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws DEX +6, WIS +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Cold, Necrotic, Poison, Psychic
Senses Darkvision 120, Truesight 60ft, Passive Perception 14
Languages Common Eldra telepathy 120ft, Deep Speech Eldra telepathy 120ft Understands Deep Speech and Common but doesn’t speak.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
  • Telepathic Bond (Homebrew):The user and the familiar can communicate telepathically within 120 feet.

  • Shapechange (Homebrew):As a bonus action, the familiar can change between its 2D shade form and 3D form. In 2D form, it cannot be targeted by attacks or spells but cannot take actions or move.

  • Lifeblood Bond (Homebrew):If the User takes damage that would reduce her to 0 hit points, the familiar can take the damage instead, falling dormant for 24 hours. Usable once per long rest.

Actions
  •  Magic Resistance (Official):The familiar has advantage on saving throws against spells and other magical effects.
  • Strike of the Deep (Homebrew):Melee Weapon Attack: the User's Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + the User's Charisma modifier psychic damage.

  • LVL 12-Hundred-Eyed Crow: The familiar opens its hundred eyes wide, unleashing a powerful gaze that affects both the mind and the senses of those it touches.
    • Dreaded Gaze: Creatures within 120 feet must make a Wisdom saving throw against the User's Warlock spell save DC. On a failed save, the creature takes 6d10 psychic damage and is frightened for 1 minute, then stunned. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and is not frightened.
    • Invasive Vision: For the duration of the ability (1 minute), the familiar can see through illusions and hidden traps. The User gains advantage on Intelligence (Investigation) checks and Wisdom (Perception) checks to discern illusions, find hidden doors, or locate traps within 120 feet of her.
  • LVL 16-World-Eating Serpent (Homebrew): The tattoo morphs into a massive, serpentine form that seems to stretch beyond the limits of the material plane. The serpentine entity can consume the very essence of reality itself, causing ripples of cosmic energy.
    • Can target a 30-foot radius area centered on a point within 120 feet of itself.
    • Each creature within the area must make a Dexterity saving throw against the User's Warlock spell save DC. On a failed save, a creature takes 8d10 psychic damage and is pulled up to 20 feet toward the familiar. On a successful save, the creature takes half as much damage and is not pulled.
    • The area within the 30-foot radius becomes warped and unstable. For the next minute, the area is considered difficult terrain. Additionally, creatures that start their turn in this area must make a Wisdom saving throw against the User's Warlock spell save DC. On a failed save, they are frightened until the end of their next turn.
    • Once per long rest, the familiar can use its World-Eating Serpent ability to create a rift in reality. This rift remains open for 1 minute and can be used to cast the spell Plane Shift without expending a spell slot. When using this ability, the familiar and any creatures it touches can be transported to a plane of the User's choosing (up to the DM’s discretion).

 

Bonus Actions

Eldritch Vault (Bag of Holding Effect with Corruption): The tattoo can store up to 500 pounds of material, not exceeding a volume of 64 cubic feet, similar to a Bag of Holding. The items are stored within an extradimensional space connected to the Deep.

  • Chance of Alteration: Each time an item is stored within the tattoo, there is a 10% chance (roll 1d10, with a result of 1 triggering the effect) that the item will be altered or corrupted by the Deep.
  • Alteration Table:
    • Roll 1d6 to determine the nature of the change:
      1. Eldritch Growth: The item develops a strange, organic growth (such as tendrils or eyes) and gains a +1 bonus to its primary function (e.g., a weapon’s attack or damage rolls). However, it also becomes cursed, imposing a -1 penalty to another ability related to its use.
      2. Reality Warp: The item’s appearance warps into something alien and incomprehensible. It functions as normal but radiates an aura of fear. Creatures within 10 feet of the item (except the User) must succeed on a Wisdom saving throw (DC 15) or become frightened for 1 minute.
      3. Living Entity: The item becomes sentient and gains an Intelligence of 10, the ability to speak Deep Speech, and darkvision out to 60 feet. It has its own motivations, which may or may not align with the User's.
      4. Void Infusion: The item is infused with the energy of the void, causing it to deal an additional 1d6 psychic damage when used (for weapons) or providing resistance to psychic damage (for armor or similar items). However, the item also occasionally whispers eldritch secrets, which may cause madness in the wielder.
      5. Shadowbound: The item gains the ability to merge with shadows, becoming invisible when in dim light or darkness. However, it also becomes weaker in bright light, imposing disadvantage on any checks or attacks made with it in daylight or similar conditions
      6. Unstable Reality: The item’s form becomes unstable, flickering between different states of existence. Each time it is used, roll a d20. On a roll of 1, the item vanishes temporarily, becoming unusable until the end of the next turn.
  • Ethereal Slip: In it's 2D form, it can move through objects and creatures as if they were difficult terrain, and cannot interact with objects or creatures in the Material Plane, but it can see and hear as normal. Has resistance to all damage except force and radiant damage, and it becomes invisible in dim light or darkness. Must stay within 120ft of the User.

 

Reactions
  • LVL 3-Ink Cloud (Homebrew): grants advantage on a Dexterity (Stealth) check or causing one attack against the User to have disadvantage. Usable twice per long rest.

  • Evasion (Official):If subjected to an effect that allows a Dexterity saving throw to take only half damage, it takes no damage on a successful save, and only half damage on a failed save.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The tattoo’s shifting patterns are mesmerizing, often drawing the gaze of those who see it. Its fluid motion can be unsettling, with the shapes constantly changing, echoing the chaotic essence of the Deep. It favors two forms: a twisting serpent, and a hundred-eyed crow.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
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Monster Tags: beast companionaberration

Frogprince13

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