Abyssal Sustenance. Cole does not require air or to breathe.
Feared Aspect (Necromancy). Cole resembles one of the most feared necromancers in the World of Corvi, that being Jessica of the Abyss. When Cole enters combat with creatures which have Seeds of Fear relating to "Jessica of The Abyss" or "Necromancy," Cole gains advantage on attack rolls made against them. Additionally, creatures with these Seeds have disadvantage on saving throws against being frightened by Cole Lector.
Legendary Resistance (5/Day). Where ever Cole goes, a swarm of silent phantoms surrounds him. If Cole fails a saving throw, it can choose to succeed instead, sacrificing one of these phantoms.
Magic Resistance. Cole has advantage on saving throws against spells and other magical effects.
Magic Weapons. Cole's weapon attacks are magical.
Aura of Soulblight. Any creature hostile to Cole that starts its turn within 60 feet of them must succeed on a DC 27 Wisdom saving throw or be frightened of Cole until the start of its next turn. While frightened in this way, the creature takes 10 (3d6) psychic damage, and it has disadvantage on saving throws against damaging effects that deal necrotic damage. Additionally, if the creature fails by 5 or more, Cole instills within them a Seed of Fear towards "Jessica of The Abyss" or "Necromancy" if they aren't already. A creature that succeeds on its saving throw is immune to Cole's Aura of Soulblight for the next 24 hours. Constructs and Undead are immune to this effect.
Fear Feeding (Demon Trait). Whenever a creature is frightened and within 120 feet of him, Cole regains 60 (13d8) hit points at the start of its turn. Additionally, Cole gains 30 temporary hit points, and advantage on all attack rolls and saving throws until all frightened creatures are beyond 120 feet of him.
Immutable Form (Demon Trait). Cole is immune to any effect that would change his shape.
Fog Form (Demon Trait). Cole can see any creature that is frightened within 240 feet.
Toxic Fog (Demon Trait). While in its Fog Form, Cole is incorporeal. Anyone who breathes and starts their turn inside of Cole's space takes 12d6 poison damage (based on Cole's +12 proficiency bonus). A creature who starts its turn in the fog must succeed on a DC 27 Constitution saving throw or also be Poisoned until the start of their next turn.
Master's Echo. Cole is so deeply connected to Jessica's hive mind that he is always aware of her current location and emotional state, and shares her immunity to the surprised condition.
Overwhelming Collapse. Those who are close to Cole who stare at his eyes who are 10 feet or closer immediately collapse becoming prone and incapacitated. Blind creatures are immune to this. Once you are out of range of this effect, at the end of your turn, you can make a DC 27 Charisma save to snap out of incapacitation.
Hivemind Enforcer. Cole is permanently under the command of Jessica of The Abyss. Additionally, all Mind Flayers within 1 mile of Cole are permanently under his control and regard him as a high-ranking servant of their Goddess. This effect persists even if the creature leaves the range.
Psionic and Spellcasting
Cole Lector is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Cole knows all sorcerer spells.
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Psionic Mastery (At Will). Cole can cast all sorcerer spells of 7th level or lower at will, without expending spell slots or material components.
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Spell Slots: Cole has seven 8th-level and five 9th-level spell slots.
Cantrips (At Will):
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Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Frostbite, Green-Flame Blade, Guidance, Gust, Infestation, Light, Lightning Lure, Mage Hand, Magic Stone, Message, Mind Sliver, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Sacred Flame, Shape Water, Shocking Grasp, Sword Burst, Thaumaturgy, Thunderclap, Toll the Dead, True Strike
1st Level (At Will):
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Absorb Elements, Burning Hands, Catapult, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Ice Knife, Jump, Mage Armor, Magic Missile, Ray of Sickness, Shield, Silent Image, Sleep, Snare, Tasha's Caustic Brew, Thunderwave, Witch Bolt
2nd Level (At Will):
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Aganazzar's Scorcher, Blindness/Deafness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Gentle Repose, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Pyrotechnics, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Silence, Suggestion, Web
3rd Level (At Will):
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Ashardalon's Stride, Blink, Catnap, Clairvoyance, Counterspell, Dispel Magic, Draconic Transformation, Elemental Weapon, Fear, Fireball, Fly, Gaseous Form, Haste, Hypnotic Pattern, Intellect Fortress, Lightning Bolt, Major Image, Melf's Minute Meteors, Protection from Energy, Sending, Sleet Storm, Slow, Spirit Shroud, Stinking Cloud, Telepathic Bond, Thunder Step, Tongues, Vampiric Touch, Water Breathing, Water Walk
4th Level (At Will):
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Banishment, Blight, Charm Monster, Confusion, Control Water, Dimension Door, Dominate Beast, Evard's Black Tentacles, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Shadow of Moil, Sickening Radiance, Stoneskin, Storm Sphere, Summon Aberration, Wall of Fire
5th Level (At Will):
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Animate Objects, Bigby's Hand, Cloudkill, Cone of Cold, Control Winds, Creation, Dominate Person, Dream, Enervation, Far Step, Hold Monster, Immolation, Insect Plague, Legend Lore, Mass Suggestion, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Scrying, Seeming, Telekinesis, Teleportation Circle, Transmute Rock, Wall of Force
6th Level (At Will):
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Arcane Gate, Chain Lightning, Circle of Death, Create Undead, Disintegrate, Drawmij's Instant Summons, Eyebite, Flesh to Stone, Globe of Invulnerability, Mass Suggestion, Mental Prison, Move Earth, Otiluke's Freezing Sphere, Programmed Illusion, Scatter, Sunbeam, Tasha's Otherworldly Guise, True Seeing, Wall of Ice
7th Level (At Will):
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Delayed Blast Fireball, Dominate Monster, Etherealness, Fire Storm, Plane Shift, Prismatic Spray, Reverse Gravity, Teleport
8th Level (7 Slots):
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Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Control Weather, Dominate Monster, Earthquake, Feeblemind, Glibness, Incendiary Cloud, Maze, Mind Blank, Power Word Stun, Sunburst, Telepathy
9th Level (5 Slots):
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Astral Projection, Gate, Imprisonment, Mass Polymorph, Meteor Swarm, Power Word Kill, Prismatic Wall, Psychic Scream, Shapechange, Time Stop, True Polymorph, Weird, Wish
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Multiattack. Cole makes three attacks: two with its Necrotic Scythe and one with its Soul Rend.
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Necrotic Scythe. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 29 (4d8 + 12) slashing damage plus 39 (8d8 + 12d6) necrotic damage. If the target is frightened, Cole regains hit points equal to the necrotic damage dealt. If the target isn't frightened, or if the target is resistant to necrotic damage, Cole instead regains half as much.
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Soul Rend. Melee Spell Attack: +19 to hit, reach 10 ft., one creature. Hit: 48 (10d8) necrotic damage, and the target must succeed on a DC 27 Constitution saving throw or gain one level of exhaustion. If the target is a humanoid, it must also succeed on a DC 27 Wisdom saving throw or be frightened of Cole for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Abyssal Anarchy (Recharge 5-6). Cole unleashes a wave of pure chaotic decay. Each creature within a 60-foot radius of Cole must make a DC 27 Constitution saving throw. On a failed save, a creature takes 105 (30d6) necrotic damage and its hit point maximum is reduced by half that amount, and it becomes vulnerable to necrotic damage until the end of its next turn. On a successful save, it takes half damage and isn't made vulnerable. The hit point maximum reduction lasts until a greater restoration or comparable spell is cast on the creature.
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Psionic Burst (Recharge 4-6) (New). Cole unleashes a focused burst of mental energy. Each creature in a 60-foot cone must succeed on a DC 27 Intelligence saving throw, taking 88 (16d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also has its Intelligence and Wisdom scores reduced by 1d4 until it finishes a long rest.
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Call of the Undying Horde (1/Day). Cole magically calls 2d4 Ghouls, 1d4 Ghasts, and 1 Wight. The called creatures appear in unoccupied spaces within 60 feet of Cole and act immediately after it in the initiative order. They remain until they are destroyed or until Cole dies.
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Psychic Assault. Cole can use a bonus action to unleash a quick burst of necrotic and psychic energy at one creature she can see within 60 feet. The target must succeed on a DC 27 Intelligence saving throw or become unable to cast spells until the end of its current turn.
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Abyssal Lock-On (Demon Trait). Cole can target one frightened creature within 120 feet. All of Cole's attacks against this target are considered an auto-hit and auto-crit. If the target is further than 10 feet away, Cole can immediately teleport to an unoccupied space within 10 feet of that creature. This effect lasts until the creature is no longer frightened or Cole uses this bonus action again.
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Shifting Form (Demon Trait). Cole can use a bonus action to turn into a toxic fog (incorporeal) or back into its true form.
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Freighting Reaction Time. Cole Lector starts with one reaction and gains an additional reaction for every creature frightened of him that is within 120 ft. This does not have a limit.
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Necromantic Shroud. When a creature within 30 feet that Cole can see takes damage, He can use his reaction to wreathe that creature in shadowy energy. The creature takes an additional 2d8 necrotic damage.
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Psychic Parry. When a creature within 30 feet that Cole can see makes an attack against him, he can use his reaction to impose disadvantage on that attack roll. If the attack still hits, Cole takes half damage from it.
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Telekinetic Deflection. When Cole is hit by a ranged weapon attack, he can use his reaction to attempt to deflect it. He makes a Dexterity saving throw (DC equal to the attacker's attack roll). On a success, the attack deals no damage to him.
Cole can take 5 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. Cole regains spent legendary actions at the start of its turn.
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Attack. Cole makes one Necrotic Scythe attack.
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Corrupting Gaze (1 Action). One creature frightened by Cole within 60 feet must succeed on a DC 27 Wisdom saving throw or take 33 (6d10) psychic damage and be Paralyzed until the end of its next turn.
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Fearful Advance (1 Action). Cole moves up to its speed without provoking opportunity attacks. If it moves within 10 feet of a creature, that creature must succeed on a DC 27 Wisdom saving throw or be frightened of Cole until the end of its next turn.
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Unlife's Command (2 Actions). Cole makes a ranged attack against one corpse within 60 feet. If the corpse is a humanoid or beast of size Medium or Small, it immediately rises as a Grave Thrall. The thrall functions as a Zombie or Skeleton but gains Cole's proficiency bonus (+12) to its attack rolls and saving throws. It acts immediately and lasts until destroyed. Cole can have up to 5 Grave Thralls animated by this legendary action at a time.
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Psionic Strangle (2 Actions) (New). Cole targets one creature within 60 feet. The target must succeed on a DC 27 Strength saving throw or be restrained by an invisible force until the end of its next turn. While restrained, it takes 4d6 psychic damage at the start of its turn.
The Abyssal Wretch (Fear Incarnate). When Cole is reduced to 0 hit points, he transforms into The Abyssal Wretch (his true form), regaining all his hit points and instantly ending all conditions on himself. Cole Lector can take 5 Mythic Actions each round, choosing from the options below. Only one Mythic Action can be used at a time and only at the end of another creature's turn. Cole regains spent Mythic Actions at the start of its turn.
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Mythic Action: Dread Harvest (1 Action). Cole targets all frightened creatures within 120 feet. They take 54 (12d8) necrotic damage, and Cole is healed for the full amount of damage dealt.
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Mythic Action: Phantasmal Grip (2 Actions). Spectral energy wraps around a creature within 60 feet. The target must succeed on a DC 27 Strength saving throw or be pulled up to 30 feet directly toward Cole and be Restrained until the end of its next turn.
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Mythic Action: Seed of Despair (3 Actions). Cole targets one creature. The creature must succeed on a DC 27 Charisma saving throw or gain a Seed of Fear relating to Jessica of the Abyss and immediately fail its next death saving throw (if it is making one). If the creature is not at 0 HP, it gains vulnerability to necrotic damage for 1 minute.
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Mythic Action: Illithid Mind Control (3 Actions) (New). Cole targets one creature within 60 feet. The target must succeed on a DC 27 Wisdom saving throw or be Charmed and instantly controlled by Cole until the end of its next turn. The creature uses its reaction (if available) to make one melee attack against one of its allies, or against itself if no allies are within range.
Description
I. Origin and The Forced Iconography
Cole Lector was initially the Sovereign of the Fear Cult, a primal, generic fear-demon born from the collective dread that swept the continent of Xylos during the Age of Necromancy. His original form was a simple, cloaked embodiment of the unknown death.
This generic existence was violently and permanently erased by the ascension of Jessica of The Abyss. When Jessica—a former mortal who became a cosmic sovereign by slaying Tragedies, absorbing a Storyteller's power, and devouring a Cthulhu-like entity—rose as the definitive face of cosmic terror, the fear energy that fueled Cole Lector was catastrophically overwritten. Cole was psychically compelled to shed his guise and take on a horrific, tentacled, and horned caricature of Jessica’s "innocent little girl" form. He is now the living, Small-sized embodiment of the world's terror of his Master's image.
II. The Grand Experiment and The Hivemind Enforcer
Cole's immense power (now CR 45) is the result of Jessica’s meticulous, chilling guidance. She views him not with disdain, but as her Grand Experiment—a proof of concept for her ability to cultivate profound power and psychic terror in a lesser being. His new status represents the successful completion of the first stage of this experiment.
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Ascension to the Hive Mind: Cole has recently been formally integrated into a segment of Jessica's personal domain, The Cerebrium (her Lawful Evil psychic hell). This integration resulted in his power increase, his new Psyche and Beholder typing, and his acquisition of cosmic, abyssal traits (Swim Speed, Abyssal Sustenance) that directly echo Jessica's capabilities as the slayer of the Cthulhu-entity.
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The Hivemind Enforcer: With his promotion, Cole now serves a critical structural role as the Hivemind Enforcer. He possesses the power to permanently control Mind Flayers within his proximity, acting as the Lawful Evil psychic foreman for Jessica's aberrant legions. His Overwhelming Collapse trait serves as a localized version of Jessica’s anti-free will authority, physically crippling those who dare to meet the gaze of his forced iconography. He is now a psychic sensor and processor for his Master, his entire being dedicated to implementing her will.
III. The Terrified Disciple
Cole Lector remains the ultimate terrified, devoted disciple. His relationship with Jessica is defined by a profound, agonizing complexity:
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The Motherly Master: Jessica treats him with an unnerving, motherly empathy, offering gentle guidance and encouragement. This is not kindness born of goodness, but a cold, scientific support that both comforts Cole and absolutely terrifies him, as he knows his existence is conditional on his performance as her terrifying proxy.
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The School of Fear: His lair is not a refuge, but a school of fear, meticulously managed to harvest the precise psychic dread surrounding Jessica's legacy. His abilities—focused on the Necrotic, Frightened, and now Psionic conditions—are the advanced "lessons" in cosmic terror he must master to meet her expectations.
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The Price of Disappointment: Cole's motivation is not avoiding his Master's wrath, but avoiding her disappointment, which he perceives as a fate far worse than death. He labors tirelessly as the high-CR mascot, eternally grateful for, and simultaneously terrified of, his Master's chillingly kind smile.
Lair and Lair Actions
Lair and Lair Actions
Cole Lector has two layers which now fully integrate the psychic influence of Jessica's hive mind.
Lair Actions
On initiative count 20 (losing initiative ties), Cole can take one lair action to cause one of the following effects; Cole can't use the same lair action two rounds in a row:
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Simulacrum Projection. A Simulacrum of Cole is made in an unoccupied space within 120 feet he can see. This Simulacrum acts on Cole's initiative and follows his commands. It has half of Cole's hit points and spell slots. Cole can have up to 7 Simulacrum clones active at a time.
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Whispers of the Terrified Mind. A chorus of alien thoughts and whispers of despair floods the minds of creatures within 60 feet of Cole. Each creature must succeed on a DC 27 Wisdom saving throw or be frightened of Cole until the end of its next turn. While frightened in this way, Cole can telepathically command the creature to move up to its speed and use its action to Dash, Disengage, or Hide (no action required by Cole).
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Psionic Probing. Invisible psychic tendrils lash out. One creature Cole can see within 90 feet must make a DC 27 Intelligence saving throw, taking 4d8 psychic damage on a failed save, or half as much on a successful one. A creature that fails its save also has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of its next turn.
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Mind-Numbing Tremor. The ground within a 60-foot radius centered on a point Cole can see within the lair trembles and erupts with spectral hands. Each creature on the ground in that area must succeed on a DC 27 Dexterity saving throw or be knocked prone and take 35 (10d6) bludgeoning damage as the hands grapple them. Additionally, on a failed save, the creature has one memory of Cole's choosing suppressed for 1d4 hours.
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Stunning Dread Echo. A wave of raw psychic energy echoes through the lair, amplified by the ambient fear. Each creature within 30 feet of Cole must succeed on a DC 27 Intelligence saving throw or be stunned until the end of its next turn.
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Telekinetic Thralls. Cole commands creatures charmed or frightened by him through the environment. He can telekinetically move up to two creatures charmed or frightened by him within 60 feet up to 30 feet in any direction.
Regional Effects
The region containing Cole Lector's lair is warped by its demonic, psychic, and necromantic presence, creating one or more of the following effects:
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Nightmare Dominion. Within 10 miles of the lair, living creatures dream of their own demise, of loved ones returning as shambling corpses, or of their souls being torn from their bodies. These nightmares are so vivid that affected creatures gain no benefit from a long rest on a failed DC 20 Wisdom saving throw.
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Blighted Ground. The ground within 6 miles of the lair is blighted. Plants wither and die, and water becomes stagnant and polluted. Undead within this area gain advantage on saving throws.
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Psychic Static. Within 5 miles of the lair, telepathic communication becomes difficult. Any creature attempting to send or receive a telepathic message has a 50 percent chance of receiving a surge of psychic static instead, taking 2d6 psychic damage and failing the communication.
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Unnatural Illusions. Within 1 mile of the lair, the veil between the actual and the vivid is thin. Illusions related to death, decay, and reanimation are common, and unexplained necrotic phenomena occur.
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The Rising Tide. Creatures that die within 1 mile of the lair rise as Zombies (if humanoid) or Skeletons (if the remains are sufficient) within 1d4 hours, unless their bodies are consecrated or disintegrated. These undead are immediately hostile to all living creatures and seek to spread decay.
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Deathly Mist. Within 3 miles of the lair, a cold, deathly mist rolls in, independent of weather, often at dusk or dawn. This mist lightly obscures the area within 60 feet and heavily obscures anything beyond that. Any living creature that starts its turn in the heavily obscured part of the mist takes 7 (2d6) necrotic damage as its vitality is subtly leached away. Furthermore, while within this mist, creatures have disadvantage on Wisdom (Perception) checks to detect living creatures, but advantage on Wisdom (Perception) checks to detect undead.
If Cole Lector is killed, these effects fade over the course of 1d10 days.
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Posted Nov 9, 2025Her Master. Jessica Of The Abyss - Monsters - Homebrew - D&D Beyond