Eyeless Visage. Crixx automatically fails any Wisdom (Perception) check that relies on sight, but gains advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally, Crixx is unaffected by any spells or magical effects that require sight (i.e. Minor Illusion, Color Spray, Mirror Image)
Morbid Opportunist. Crixx has advantage on attack rolls and ability checks made against creatures that can't see it and creatures that fail their saving throw against Crixx's Ventriloquism ability.
Sac of Voices. Crixx keeps the souls it steals in its Soul Sac, located just behind its sternum, and glows brighter with each Stolen Voice it currently has. The Soul Sac can only hold up to 10 Stolen Voices. If Crixx successfully ingests another soul while at maximum Stolen Voices, the oldest is completely destroyed, unable to be used or reunited with its husk.
Creatures attempting to attack Crixx with a melee weapon may target the Soul Sac, which has an AC of 22. On a hit, Crixx must succeed on a DC 20 Constitution saving throw or let go the most recent Stolen Voice and takes an additional 1d8 force damage.
Soulstealer. Crixx gains a +1 bonus to their Charisma score and may add 1 psychic damage to its damage rolls per Stolen Voice it has.
Twisted Mimicry. Crixx can use a perfect copy of the voices of the souls its consumed to lure its next victim to an early demise. Crixx gains advantage on Charisma-based ability checks while speaking with a Stolen Voice, as long as it cannot be seen by the creature it is attempting to lure.
Multiattack. Crixx makes two attacks with its Skewering Claws.
Skewering Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage + 7 (2d6) necrotic damage. Creatures his by this attack are Grappled by Crixx, and Crixx can only have up to two creatures Grappled at a time this way. Creatures attempting to break the Grapple may spend their action to make a contested Athletics or Acrobatics check, ending the Grapple on a success.
Siphon Soul. Crixx leers over target immobile creature (i.e. Grappled, Paralyzed, Petrified) creature within 5 feet of it before attempting to suck the soul out of the creature's body. The targeted creature must succeed on a DC 17 Charisma saving throw or take 3 (1d6) psychic damage and have their Charisma score reduced by the amount of psychic damage dealt this way. This ability deals double damage to Unconscious creatures.
If this would reduce a creature's Charisma score to 0 or lower, their soul is stolen and ingested by Crixx, effectively killing the creature. Whenever Crixx ingests a soul this way, the soul becomes a Stolen Voice, and Crix regains 2d10 hit points. Creatures who have their soul become a Stolen Voice are rendered to immobile husks, unable to speak, their maximum hit points are reduced to 0, and their Charisma score cannot increase until Crixx's Soul Sac is ruptured or until Crixx is killed.
Slink Into Shadows. While in dim light or darkness, Crixx may turn Invisible until the end of its next turn. Attacking or using a damaging ability will end this Invisibility early.
Ventriloquism. While in dim light or darkness, or while Invisible, Crixx can make its voice appear from another point within dim light or darkness within 60 feet of it. Each creature within 20 feet of the chosen point must succeed on a DC 18 Wisdom saving throw or be fooled by the illusion until the start of their next turn. Creatures unable to see Crixx have disadvantage on this saving throw.
Viscous Traversal. While next to a solid wall, floor, or ceiling up to 3 feet thick, Crixx may twist and contort its body, worming its way through the surface. Crixx may only use this ability if there enough space on the opposite side to fully encompass it. Moving through a surface this way leaves an inky hole in that surface that other creatures may spend half of their movement speed to pass through, as long as there's enough space on the other side to fully encompass them. These holes automatically close after 1 minute, and are restored to the condition they were in before.
Consume (3x per day). As a reaction to failing a saving throw, Crixx may sacrifice a Stolen Voice to succeed instead.
Ruptured Throat. Once Crixx's current hit points is reduced to 50, the Soul Sac is split open, freeing all of the souls trapped within Crixx to return to their original bodies, wherever they may be. Once this happens, Crixx regains up to 100 hit points and cannot gain or use abilities that require Stolen Voices until it finishes a long rest.
Mythic Actions. Crixx gains 1 Mythic Action.
Tormenting Shriek (1 Action). Crixx lets out an ear-piercing shriek, chipping away at its enemies' sanity. Each creature within a 45-foot cone must succeed on a DC 17 Constitution saving throw or take 27 (5d10) psychic damage. Creatures that take psychic damage this way are Stunned until the end of their next turn.
Description
Overview: Crixx is the stuff of nightmares. Standing at around 5-feet at the shoulder while quadrupedal, but at a harrowing 9 feet while on its hind legs, Crixx often hunches down with a foreboding, crooked, toothy smile. The slender, beast-like appearance of this creature is complete spindly, rapier-like claws perfect for skewering its victims. Dark, matted fur wraps Crixx, allowing it to hide wherever the light is too dim. Standing out amongst the rest of its appearance, the creature’s face has no eyes, substituting them with exaggerated, pointed ears on the sides of its large, canine head. Those who manage to get close to Crixx without being caught may notice a faint, blue glow emanating from near the creature’s chest, but those who have gotten that close rarely make it out unscathed, if at all.
Soulphage: The signature aspect of Crixx is its uncanny ability to steal the voices of its victims, adding them to the choir of souls stored within itself, slowly wasting away. It deliberately targets desperate, mourning, and clueless people, trying its best to not waste valuable energy in pursuit of the easiest prey. It uses the power of these souls to fuel its own abilities, gaining more and more power the more souls it steals. Once Crixx has amassed a large number of these souls, determining which voice real and which voice is fake becomes nearly impossible.
Societal Impact: Crixx exists within the unnoticed annals of society (basements, sewers, abandoned buildings) waiting patiently until the perfect time to strike. Once prepared, Crixx will make its own opportunity to add another unlucky soul to its collection. It's first victim is always an unfair fight. Examples include a person who's sick, or elderly, or defenseless, or even a family pet or two. Once Crixx steals that voice, it will lurk in the shadows, using that voice to coerce unsuspecting loved ones to a similar fate, adding their voice to the menagerie.
The Aftermath of an Attack: Those who are unlucky enough to be stolen by Crixx are rendered to immobile husks. It is often associated with being catatonic; symptoms include being unable to move or speak, skin turning a sickly grey, and leaving them in an unsettling position with a slack jaw and slightly open eyes. The most astute of observers while in a quiet room will hear faint whispers coming from the open mouths, describing the horrors and torment they are experiencing while inside of Crixx's Soul Sac.
Lair and Lair Actions
Crixx is not a sedentary creature. Once there are no more souls in the area left to collect, it travels to the nearest village to terrorize its residents. Once it arrives, it will lie in wait in the dark annals of that place. Crixx will avoid large cities with lots of people when it can, as it is smart enough to deduce that moving to such a watchful and vigilant place will reduce the amount of safe opportunities to strike. Anything from a cluttered basement, underground sewers, or abandoned buildings provide enough shelter to rarely be seen by the average commoner passerby. Once it settles in its new lair, the area becomes thick with an inky, unnatural darkness, reducing the area to dim light in its brightest areas.
Lair Actions
On initiative count 0 (losing initiative ties), Crixx takes a lair action to cause one of the following effects; Crixx can’t use the same effect two rounds in a row:
- Lights Out. Crixx immediately extinguishes all non-magical light sources and one magical light source of a 4th-level effect or lower within 60 feet of it.
- Nowhere to Run. Crixx immediately closes all holes made by its Viscous Traversal trait.
Regional Effects
Crixx's lair creates one or more of the following effects:
- The lair is filled with an eerie, magical dim light. Any form of non-magical or magical light effect beneath 5th level (i.e. Sacred Flame, Fireball) will only illuminate the area to a dim light level.
If Crixx dies or establishes a new lair, the effect of the previous lair fades over the course of a couple of hours.
Comments