Detect Sentience. The Boddy Hopper can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Looter. This Body Hopper stole the infusions and magic items of an artificer, granting the following bonuses:
Amulet of Health: Constitution score is set at 19.
Cloak of Displacement: Incoming attacks are at disadvantage until it is hit, regained at start of turn.
Ring of Mind Shielding: Immune to mind reading/detection magic.
Spellguard Shield: Advantage on saving throws against spells and incoming spell attacks are at disadvantage.
Goggles of Night: 60 ft nightvision
Enhanced Arcane Focus: +2 to spell attack rolls and ignore half cover.
Innate Spellcasting (Psionics). The Body Hopper’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, mind sliver,
1/day each: locate creature, synaptic static, mind blank (self only)
Spellcasting. The Body hopper inhabited the body of a 15th-level spellcaster. Its spellcasting ability is Intelligence (save DC 18, +12 to hit with spell attacks). The Body Hopper has the following artificer spells prepared:
Cantrips (at will): dancing lights, mage hand, shocking grasp, spare the dying
1st level (4 slots): detect magic, disguise self, false life, healing word, ray of sickness
2nd level (3 slots): acid arrow, alter self, flaming sphere, invisibility, see invisibility
3rd level (3 slots): dispel magic, gaseous form, glyph of warding, mass healing word, tiny servant
4th level (2 slots): blight, death ward, freedom of movement, otiluke's resilient sphere, stone shape
1/day greater restoration, heal
5/day lesser restoration
Touch of Nostalgia. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (4d4 + 4) psychic damage.
The target must succeed on a DC 18 Intelligence saving throw or be charmed, remaking the save at the start of their next turn. If the creature is already charmed they instead gain the stunned condition.
Mass Devour Intellect (Recharge 5–6). The mind flayer arcanist magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 22 (4d8 + 4) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Body Thief. The Body Hopper initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good. If it wins the contest, the Body Hopper magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the Body Hopper has total cover against attacks and other effects.
Body Hoppers retain their understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. Body Hoppers retain their last host body's mental statistics if they are higher than their own.
If the host body dies, the Body Hopper must leave it. A casting of protection from evil and good or wish spell to regain their brain on the body drives the Body Hopper out. By spending 5 feet of its movement, the Body Hopper can leave the body, teleporting to an unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
The Body Hopper uses the statistics of an Intellect Devourer when it lacks a host, though retaining their mental statistics.
Sympathy. The Body Hopper uses their vast interpersonal knowledge to slither into the mind of a creature with an intelligence 3 and above, appealing to their ethics and biases.
The target must make a Charisma saving throw against the Body Hoppers spell save DC (18) or be charmed by it. At the start of the creatures turn and every time they take damage they can remake this save.
Experimental Elixir. As a bonus action the Body Hopper downs an elixir, rolling a d6.
1: Healing. Roll 2d4+5 and heal by that amount. 2. Swiftness. Increase walking speed by 10ft 3. Resilience. Gain +1 to AC for 10 minutes 4. Boldness. Roll 1d4 and add to any attack roll and saving throw for a minute. 5. Flight. Gain 10ft flying speed for 10 minutes. 6. Transformation. Gain the effects of Alter Self spell for ten minutes
Regardless of the effect, the Body Hopper gains Temp Hp equal to 2d6+5.
The Body Hopper has three Elixirs and can make more by expending a spell slot or for free at the end of a long rest.
Anatomical Sentimentality. As a reaction when the host body is dropped to 0 hit points, the Boddy Hopper can instead remain in it for up to a minute before being forced out. During this period the Boddy Hopper is considered restrained and cannot perform the verbal and somatic components of spells.
Flash of Genius. The Body Hopper gains the ability to come up with solutions under pressure. When it or another creature it can see within 30 feet of it makes an ability check or a saving throw, it can use its reaction to add its Intelligence modifier (+5) to the roll.
The Body Hopper can use this feature a number of times equal to its Intelligence modifier (minimum of once). Regaining all expended uses when it finishes a long rest.
The Body Hopper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Body Hopper regains spent legendary actions at the start of its turn.
Memory Injection. When the Body Hopper is targeted with an attack or spell by a creature within 60 feet, the Boddy Hopper can flash a memory of the attacking creature. The creature must succeed on a DC 18 Charisma saving throw or become charmed until the end of the Body Hoppers next turn. While charmed in this way, the creature cannot harm or hamper the Body Hopper.
Subconscious Casting. One of the Body Hopper's personalities momentarily takes control to cast any at-will spell that has a casting time of one action or bonus action.
Split Minds (two actions). One of the Body Hopper's personalities momentarily takes control to cast a spell with a casting time of one action or bonus action.
Description
A rare mutation or mistake in their creation causes some [Tooltip Not Found] to not only remember their victims lives but begin to assume their personalities as well. When sufficiently distanced from the Elder Brain and enough uses of Body Thief feature cause them to go rogue. Escaping the control of the Elder Brain, Body Hoppers will experience a torturous life of having more than one mind in their head, constantly at war with themselves and their desires unsure of who they truly are.
However, the bodies they inhabit allow them greater control of their psionic abilities, using their host body, the latent thoughts of others, and collected knowledge as an amplifier. Intelligent Body Hoppers live long lives obtaining magic items, experience, connections, and personalities. The latter of which is often the leading cause of death.
This body Hopper has taken over a 15th level alchemist artificer and has an oversized stat sheet. The CR is just so the proficiency bonus shows right.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/5/2024 1:43:27 AM
|
4
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 1:32:55 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 1:49:31 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 2:37:02 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 2:39:21 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 2:44:08 AM
|
6
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 2:47:31 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
10/29/2024 2:48:59 AM
|
10
|
0
|
--
|
Coming Soon
|
|
|
12/1/2024 4:11:18 AM
|
9
|
0
|
--
|
Coming Soon
|
|
|
12/25/2024 2:43:30 AM
|
8
|
1
|
--
|
Coming Soon
|
Comments