Arcane Absorption. Once per round Visgris may cast Absorb Elements without spell slot or reaction cost.
Ooze Form. Visgris takes up their entire space. Other creatures can enter the space, but a creature that does so is subjected to Visgris's Engulf and has disadvantage on the saving throw.
Creatures inside Visgris can be seen but have total cover.
A creature within 5 feet of Visgris can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
Visgris can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Alternatively, Visgris may choose not to release digestive enzymes, and leave creatures within them unharmed, rather protecting them minus the oxygen deprivation.
Spellcasting. Visgris is a 13th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 19, +6 to hit with spell attacks). Visgris has following Sorcerer spells prepared:
Cantrips (at will): Acid Splash, Shape Water, Mold Earth, Gust, Control Flames, Dancing Lights
1st level (4 slots): Absorb Elements, False Life, Jump
2nd level (3 slots): Earthbind, Enhance Ability, Enlarge/Reduce
3rd level (3 slots): Daylight, Protection From Energy
4th level (3 slots): Stone Skin, Storm Sphere
5th level (2 slots): Control Winds
6th level (1 slots): Move Earth
7th level (1 slot): Power Word Pain
Multiattack. Visgris makes two Slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage.
Engulf. Visgris moves up to their speed. While doing so, they can enter Large or smaller creatures' spaces. Whenever Visgris enters a creature's space, the creature must make a DC 15 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of Visgris. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, Visgris enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of Visgris' turns. When Visgris moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Visgris.
Elemental Effuse. If Visgris is targeted by a spell or damage source of a type they are immune to (ie: lightning bolt), then as a reaction
Description
A pale rose red translucent blob which vaguely takes on the appearance of a hulking humanoid wearing an oversized custom made version of the Coroner's men's robes. Two asymmetrical eyes floating in what you can only guess is it's "head" that simply watch and do little more. They are not just a brute, well intelligent enough to reason and outwit others, pity be on the one who assumes Visgris' impressive physique is all they have to offer in the way of use, but rather that hulking aspect simply adds to their tactical use. Many assume them incapable for the job due to not being a humanoid or even capable of speech but The Coroner and First Officer Moreworth would rather have no other by their side when they need muscle and strategy to count on. A formidable foe with a strategic mind and a horrifying appearance, topped off with utter loyalty to The Coroner, and similarly a huge heart for the agents that work under them.
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