Unnerving Presence. The calyx emits a series of guttural clicks as it hunts that can be heard by all creatures within a mile (on a quiet night). Creatures that can hear the calyx must make a DC 15 wisdom saving throw or be frightened of the calyx for 1 hour or until the calyx is seen. At which point any creatures frightened of the calyx will remain frightened for 1 minute, but they may repeat their saving throw at the end of each turn. A creature frightened by the unnerving presence of the calyx will roll with disadvantage for any perception checks to spot the calyx. Those who succeed their saving throw are immune to the unnerving presence of the calyx for 1 hour.
Keen Smell. The calyx has advantage on Wisdom (Perception) checks that rely on the smell of blood.
Regeneration. The calyx regains 10 hit points at the start of its turn. The calyx dies only if it starts its turn with 0 hit points and doesn't regenerate.
Legendary Resistance (2/Day). If the calyx fails a saving throw, it can choose to succeed instead.
Multiattack. The calyx can make either one bite attack or two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the calyx can’t bite other targets. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends. When the calyx bites a target that it already has restrained, the attack automatically succeeds.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Terrify (Recharge 5–6). The calyx unfolds its mouth like a blossoming flower and emits a terrifying noise. All creatures within 30 feet of the calyx must make a DC 15 wisdom saving throw or be frightened of the calyx for 1 minute, repeating their saving throw at the end of each turn. Those already frightened of the calyx who fail their saving throw suffer the effects of the Fear spell. Immunity to the unnerving presence of the calyx does not provide immunity against the effects of this action.
The calyx can take 2 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 calyx regains spent legendary actions at the start of its turn.
Terrify (costs 2 actions). The calyx uses its Terrify ability, if it is available.
Move. The calyx can move up to half its speed directly towards a creature within 20 feet and make a shove attack against the creature, knocking the creature prone. This movement does not provoke opportunity attacks.
Bite. The calyx makes a bite attack.
Description
On dark moonless nights, the distance between the material plane and the shadowfell grows thin, and those who wander on such nights may find themselves lost and unable to return to the material plane. When exposed to the dark plane for too long, the shadowfell can corrupt a person and transform them into a monstrous form.
One of these corrupted creatures is called the calyx, a humanoid creature that once roamed the dead fields for too long and was transformed into a bloodthirsty monster. The mouth of the calyx encompasses its entire face and unfolds like a blossoming flower, lined with sharp teeth.
While the mind of the calyx has gone feral, the creature continues to search for a way back to the material plane, and occasionally, on dark moonless nights, they do find their way home. The changes to their form are unfortunately permanent, and so the monster that returns will often become a terror to the village where it had once lived. The calyx can only be restored to their previous uncorrupted form by means of a wish spell.
Previous Versions
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6/27/2020 3:12:33 PM
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Coming Soon
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