Guardian. While this creature is within 30 feet of the player that hatched, the player gains the ability to modify a d20 roll once per day, in the following ways:
- A 19 can be considered a critical success on skill checks, saving throws, or attack rolls. If the player's class or weapon has the Improved Critical feature, an 18 can also be considered a critical strike.
- When a 1 is rolled, it can be rerolled, but a successive 20 will not be a critical success/strike.
- When rolling for damage dealt by an attack or spell, one die may be replaced with a d20 instead.
The Whispers. For the purposes of reviving a dead Ahamkara, there is no time limit for items or spells such as revivify. After death, the Ahamkara can communicate via telepathy to the bearer of even a single bone, and if the bearer is the player that hatched it, the grants the Guardian feature.
Multiattack. The Ahamkara makes two attacks with either its claws or tentacles.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Axiom Dart (Recharge 5–6). The ahamkara's tentacle launches a 3rd level, or 3 1st level chromatic orb(s) at its target(s). Each chromatic orb travels at a speed of 20, but will track it until the spell strikes the target or the target has total cover.
Last Wish. If the Ahamkara or the player it is aligned with is reduced to 0 HP due to an attack or spell, the entire damage dealt will be transferred to the other as regained HP, including players at 0 HP but are not dead.
Manifest Whim (Recharge 5–6). Whenever the player that hatched the Ahamkara is within 30 feet and lands a melee or ranged weapon attack, the Ahamkara can enhance the attack.
- Posh's Beat. Emits a shockwave in a 15-foot radius. Each creature in that area, other than the player, must succeed on a DC 12 Constitution saving throw, taking 3d6 force damage and is pushed to the outside of the shockwave's radius on a failure, or half damage on a success.
- Kohki's Focus. The player's AC is increased by 2, their speed is increased by half (rounded down), they have advantage on all saving throws, and attack rolls against them are at disadvantage until the end of their next turn.
- Zenith's Assault. Every successive turn that a player makes a weapon attack will add a +1 to their attack and damage rolls. This bonus ends when a player does not use their action to attack.
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