| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 16 | +3 | +3 |
| CON | 19 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 8 | −1 | −1 |
| CHA | 16 | +3 | +3 |
Magic Resistance. The breach spawn has advantage on saving throws against spells and other magical effects.
Planar Anchor. The breach spawn is immune to any effect that would cause it to leave the plane it's on. When it is subjected to such an effect, it must make a DC 15 Constitution saving throw; on a failed save, its portal's destination changes to the destination designated by the targeting effect.
Portal. The breach spawn's form bears a permanent one-way portal to another plane of existence, determined by the GM. A creature that uses its action to enter the portal is transported to the breach spawn's corresponding plane of existence, and the GM chooses the destination on that plane.
If the breach spawn fails its saving throw against the banishment spell, it takes 4d10 force damage, and its portal is temporarily deactivated for 1d4 rounds. During that time, it can't use its Sequester or its Planar Gaze.
Multiattack. The breach spawn makes two Chaos Bolt attacks, or it makes one Chaos Bolt attack and uses its Planar Gaze.
Energy Bolt. Ranged Spell Attack: +7 to hit, range 120/300 feet, one target. Hit: 26 (5d8 + 4) acid, cold, fire, lightning, necrotic, or radiant damage, chosen randomly.
Planar Gaze. The breach spawn targets one Medium or smaller creature it can see within 20 feet of it and attempts to drag it into its portal. The target must make a DC 17 Strength saving throw; on a failed save, they are pulled 10 feet directly toward the breach spawn. If the target is within 5 feet of the breach spawn when this motion concludes, the breach spawn can use a bonus action to use its Sequester.
Sequester. Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit: 17 (2d12 + 4) force damage, and the target is drawn into the breach spawn's portal and transported to its corresponding plane of existence.
The breach spawn 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 breach spawn regains spent legendary actions at the start of its turn.
Attack. The breach spawn makes one attack with its Energy Bolt.
Teleport (Costs 2 Actions). The breach spawn magically teleports to an unoccupied space it can see within 60 feet of itself.
Breach Eruption (Costs 3 Actions). The breach spawn discharges raw planar essence into the world, based on what plane it was bound to at its inception (determined by the GM). This essence takes the form of three 10-foot-diameter spheres, which hover in the air at points of the breach spawn's choice within 30 feet of it. The spheres have one of the following effects, or one created by the GM:
- Plane of Fire. The spheres consist of burning crimson flame. A creature that enters one of the spheres or starts its turn there must make a DC 16 Dexterity saving throw or take 18 (4d8) fire damage.
- Plane of Earth. The spheres consist of whirling razor-sharp crystalline shards. A creature that enters one of the spheres or starts its turn there must make a DC 16 Dexterity saving throw or take 18 (4d8) slashing damage.
- Plane of Water. The spheres consist of freezing water. A creature that enters one of the spheres or starts its turn there must make a DC 16 Dexterity saving throw or take 9 (2d8) cold damage and be unable to breathe until it exits the water.
- Plane of Air. The spheres consist of swirling wind. A creature that enters one of the spheres or starts its turn there must make a DC 16 Strength saving throw or be moved by the wind to a random unoccupied space within 5 feet of the sphere.
- Feywild. The spheres consist of swirling flower petals. A creature that enters one of the spheres or starts its turn there must make a DC 16 Wisdom saving throw or be charmed by the breach spawn.
- Shadowfell. The spheres consist of dark, thundering clouds. A creature that enters one of the spheres or starts its turn there must make a DC 16 Constitution saving throw or take 9 (2d8) lightning damage and be frightened by the breach spawn.
- Plane of Positive Energy. The spheres consist of blinding white light. A creature that enters one of the spheres or starts its turn within 5 feet of one regains 27 (6d8) hit points. If the regained hit points would exceed the creature's maximum hit points, the creature must make a DC 16 Constitution saving throw or suffer a level of exhaustion.
- Plane of Negative Energy. The spheres consist of impenetrable darkness that no form of sight can pierce. A creature that enters one of the spheres or starts its turn within 5 feet of one must make a DC 16 Constitution saving throw or take 18 (4d8) necrotic damage and be blinded until the end of their next turn.
Description
Breach spawns are enigmatic in the field of planar travel, and little is known about them other than how they are formed, which seems to be under one of two conditions. A breach spawn is most commonly formed when a planar portal, such as one formed by the gate spell, is left active for too long in an area where the bounds between the planes are unstable or weak. They also have a tendency to form when planar magic is used improperly or in concentrations too great for the multiversal fabric to sustain.
Most breach spawns resemble strange quadrupedal creatures made mostly of organic matter, though they vary greatly depending on their planar origin and the conditions of their creation. Attached to their bodies are portals circumscribed by a frame of the same material as their bodies, which they carry with them as they scour whatever plane they formed in. Because planar fabric operates like a membrane and has the same "thickness" on either side, breach spawns exist in two planes at once, but although the portals appear to be two-way from the outside, the magic that creates them isn't truly capable of creating a two-way portal, so creatures that are consumed by a breach spawn are stranded wherever they end up.
Breach spawns most commonly appear in the Material Plane since it rests central to all other planes, but they frequently appear in the Elemental Planes as well--a fact which planar travels take advantage of as often as they can. Some powerful entities keep one or two breach spawns in captivity, using them as convenient gateways to key locations on other planes of existence. Breach spawns possess the enigmatic ability to move their portal--something that not even powerful magic can duplicate--which makes them highly valuable for such beings. Sometimes the breach spawn itself is not so dangerous as whatever might come through it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/8/2025 8:48:10 PM
|
4
|
1
|
1
|
Coming Soon
|
Comments