Luring area. People seem to be drawn into the aspect of desire from miles away, people within 10 miles of the Aspect of desire hear a whisper in their brain telling them what they want most and to come closer, most people can ignore it if far enough away but people within a mile of it must make a DC 18 CHA saving throw or be compelled to approach the aspect of fear the effect fades when the help action or something similar is used on it if that does not happen the aspect of desire will approach the element of desire until it is 30 feet from it. Then it will snap out of the trance.
Persuaded death: Any time a creature fails a charisma saving throw, made by this creature, that creature takes 2d4 psychic damage.
free voice: when this creature loses more them half of its health, the string that keeps its mouth shut breaks and lets the creature open its mouth.
Multi-attack: the aspect of desire makes 2 claw attacks
Claw: Melee Weapon Attack: DC 16 charisma saving throw to hit, reach 5 ft., 1 target. Hit: (2d8 + 7) psychic damage.
Deathwish (only when mouth is free): the aspect of desire speaks to one creature within 30 feet of this creature must make a DC 16 charisma saving throw. If it fails, the creatures immediately must use all of their movement to approach. If it succeeds, nothing happens. If the affected creature enters its attack range, the aspect of desire may make a claw attack as a free action.
psychic screaming (only when the mouth is free): the aspect of desire makes an ear-piercing screech. Any creature that can hear the aspect of fear within 40 feet of it must make a DC 18 Constitution saving throw. If a creature fails, it becomes deafened for 3 turns and takes 4d6 psychic damage. This bonus action can only be used every two turns.
helpful soul. When the aspect of desire absorbs a soul, it may use its bonus action to create an illusion of the thing that creatcher wanted the most in life and use it to attack. This monster uses the Eater of Hope stat block. When that soul gets destroyed after 3 days, the eater of hope vanishes.
Opportunity attack: when a creature exits the attack range of the aspect of desire it makes the creatures make a DC 16 charisma saving throw on a fail the creature fails prone and has no more movement until the start of its next turn. Ok a success nothing happens.
The aspect of desire has 5 legendary actions that it can use at the end of any turn, apart from its own.
Vision of Longing (Costs 1 Action) The Aspect of Desire targets one creature it can see within 60 feet. The target must succeed on a DC 16 charisma saving throw or be affected by an illusion of their deepest desire until the end of their next turn. While affected, the creature is charmed by the Aspect and must use its movement on its next turn to move up to its speed in a random direction. At the end of the creature's turn, it falls prone, overwhelmed by visions of bliss.
Dominating voice (only when mouth is free) (Costs 3 Actions). A creature within 5 feet of the aspect of fear must make a DC 16 charisma saving throw; if they fail, that creature is dominated and under the control of the aspect of desire until the end of the dominated character's turn.
Coerce (cost 5 actions): The aspect of desire holds up the Palm of its claw at a creature and shines the bright blue orb in it at that creature. the aspect of desire targeted the furthest creature from it within 100 feet that creature must make a DC 18 charisma saving throw, if it fails that creature must use its turn approach the aspect of desire its speed is half in the state, a coerced creature can re role the save every 20 feet closer it gets to the aspect of fear, if the help action is used on the affected creature the effect ends. If the creature succeeds, nothing happens. The affected creature sees its deepest desires within the aspect of desire's hand. When the creature is 20 feet away from the aspect of desire, it rolls a DC 17 Insight at advantage. If I succeed, it breaks out of the trance; if it fails, it does not break out. When the creature is 5 feet from the aspect of desire on its turn, the aspect uses its actions to grab the creature and try to absorb its soul. The creature must make a DC 12 Constitution saving throw; if it fails, the creature has its soul absorbed, and it dies. If it succeeds at any of these saving throws, the creature is no longer charmed, but it takes 4d8 psychic damage. When using this legendary action, the aspect of desire can’t move, and it can’t make one of its claw attacks. If the aspect of desire dies within 3 days of absorbing a soul, that soul is released and put back into its body if the body is still in usable condition.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The aspect of desire is a large but absolutely feeble creature, it only hits with its claws by charming the target and having it walk into its claws. It’s skinny with nearly no muscle, long, slender legs that bend over its torso. Its mouth is sewn shut. The aspect of desire has no intelligence, only the living of instinct and the desires of its prey.
Lair and Lair Actions
The layer is blurry, it's hard to focus on one thing for too long. Twisting fake vines and flowers move around the floor.
Lair Actions
On initiative count 20 losing initiative ties, the aspect of desire takes a lair action to cause one of the following effects: the aspect of desire can’t use the same effect two rounds in a
The Aspect of Desire manipulates the environment within its lair, causing shimmering visions of each creature’s most treasured desire to appear. Every enemy creature of the Aspect within 120 feet must succeed on a DC 16 Wisdom saving throw or be incapacitated until the end of their next turn as they are entranced by an overwhelming vision. A creature that succeeds is immune to this lair action for the next 24 hours.
Previous Versions
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5/14/2026 10:53:43 PM
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Coming Soon
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