You call forth a physical manifestation of your aberrant patron. It manifests in an unoccupied space that you can see within range. This corporeal form uses the The One Reborn stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature sees you as an ally. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, use the higher level wherever the spell’s level appears in the stat block.
THE ONE REBORN
Huge aberration
Armor Class 14 + the level of the spell (natural armor)
Hit Points 70 + 10 for each spell level above 7th
Speed 20 ft.
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses Blindsight 60 ft., passive Perception 16
Languages Deep Speech, understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Incomprehensible Form. The one reborn is hidden from those whose eyes have yet to open. The one reborn is invisible to all creatures that are not aberrations. A creature that uses its action to examine the one reborn can attempt to make sense of the creature with a successful Intelligence (Arcana) or Wisdom(Insight) check against your spell save DC. If a creature discerns the one reborn for what it is, the one reborn is no longer considered invisible to that creature..
Out-of-Phase Movement. The one reborn can move through other creatures and objects as if they were difficult terrain.
Each creature it moves through takes 1d10 psychic damage; no creature can take this damage more than once per turn. The one reborn takes 1d10 force damage if it ends its turn inside an object or a creature considered large or greater.
Ring the Bell. While within 60 feet of the one reborn, you can use an action to expend one first level spell slot to heal the one reborn a number of hit points equal to 1d8 + your spell casting modifier. When you use this ability with a second level slot or higher, the healing increase by 1d8 for each slot level above first.
Actions
Multiattack. The one reborn makes three attacks, choosing either a Tentacle Slam, or Discharge attack for each one.
Tentacle Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 2d6 + 5 + the spell’s level bludgeoning damage. If two or more of the attacks hit the same target, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Discharge Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 4 + the spell’s level acid damage.
Bend Space (Recharge 6).The one reborn warps space around one creature it can see within 30 feet of it. If the target is hostile to the one reborn, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the one reborn can see, and then the target takes 6d12 psychic damage. On a successful save, the target takes 3d12 psychic damage and isn’t teleported. If the target is not hostile to the one reborn, it does not take any damage as a result of failing it's save. A creature can willingly fail this save.
Reactions
Entropic Ward. When the one reborn would be hit by an attack roll, it imposes disadvantage on the attack roll. If the attack misses, the one reborn's next attack roll against the creature has advantage if he makes it before the end of his next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/25/2022 9:59:57 PM
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11
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0
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1.1
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Coming Soon
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7/25/2022 10:10:38 PM
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9
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0
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1.2
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Coming Soon
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