This spell is an undertaking of two parts, a series of instructions for the spell's true caster, and another outlining a ritual to be conducted by confection constructs under the caster's command to summon a mighty creature straight from the tales told to children.
Commanding the animated cookies to stand in a circle, you provide one of them with the copy of the spell's ritual instructions and command it to lead the others in the ritual's performance. For the remainder of the casting time, the animated cookies invoke the magic of the ritual, reciting a peculiar chant as they dance around. When the ritual ends, the Biscuit Beast of legend (stat block provided below) appears in the midsts of the cookie cult conjurers to devour them all. While the Beast devours its sacrifices, you have the opportunity to beseech it for aid.
When the Biscuit Beast appears, it is under no compulsion to behave in any particular way (other than to devour all cookies in sight). You can ask the Beast to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the Beast to bargain for its services.
The Biscuit Beast requires payment in cookies. As a rule of thumb, a task that can be measured in minutes requires a payment of 1 cookie per minute. A task measured in hours requires 10 cookies per hour. And a task measured in days (up to 10 days) requires 100 cookies per day. The DM can adjust these payments based on the circumstances under which you cast this spell. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require more. The Beast rarely accepts tasks that seem suicidal or blatantly evil.
After the Biscuit Beast completes the task, or when the agreed-upon duration of service expires, the Beast returns to its home plane after reporting back to you, if appropriate to the task and if possible.
If you are unable to pay the Biscuit Beast its agreed upon price, it goes berserk, rampaging for 1 hour or until it is stopped. During it rampage, the Beast attempts to devour everything in sight. When the rampage ends, the Beast returns to its home plane.
If the Biscuit Beast is enlisted to join your group, it counts as a member of it, receiving a full share of experience points awarded.
The Biscuit Beast
Small Monstrosity, Chaotic Good
Armor Class 20 (Unarmored Defense, shield)
Hit Points 153 (18d6 + 90)
Speed 40 ft.
Saving Throws STR +8, CON +9
Skills Athletics +8, Investigation +1, Perception +6, Performance +3
Damage Resistances (Gem Only) force, necrotic, psychic, radiant, thunder
Condition Immunities charmed, frightened, poisoned
Senses Blindsight 60 ft., Passive Perception 16
Languages Broken Common
Challenge 12 (8,400 XP) Proficiency Bonus +4
Berserk. Whenever the Beast starts its turn after witnessing a cookie being wasted, discovering he will be given no cookies, or with no cookies in his possession, he goes berserk. He enters a frenzied rage, instantly recharging his rage feature if needed, which doesn't end until the Beast ceases being berserk. On each of his turns while berserk, the Beast attacks the nearest creature he can see. If no creature is near enough to move to and attack, the Beast attacks an object, with preference for an object smaller than himself. Once the Beast goes berserk, he continues to do so until he is destroyed or is given a cookie. The effects of any exhaustion the Beast is suffering are suppressed while he is berserk.
Brutal Critical/Savage Attacks. The Beast can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Brute. A melee weapon deals one extra die of its damage when the Beast hits with it (included in the attack).
Cookie Cache. When first encountered, the Beast has 3d8 cookies in its possession.
Danger Sense. The Beast has advantage on Dexterity saving throws against effects that he can see, such as traps and spells, if he isn't blinded, deafened, or incapacitated.
Demiplanar Digestive System. Anything the Beast swallows is transported to a demiplane that can be entered by no other means except a wish spell or the Beast's Om! Nom! Nom! Nom!. A creature can leave the demiplane only by using magic that enables planar travel or when the Beast releases it as an action. The demiplane is roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it is flooded with acid, and contains the dissolving remains of past meals. Creatures and objects within the demiplane take 10 (3d6) acid damage at the start of each of the Beast's turns. The Beast can't be harmed from within the demiplane. If the Beast dies, the demiplane disappears, and everything inside it appears around the Beast's corpse. The demiplane is otherwise indestructible.
Feral Instinct. The Beast has advantage on initiative rolls. If he is surprised at the beginning of combat and isn't incapacitated, he can act normally on his first turn, but only if he enters hi rage before doing anything else on that turn.
Frenzy. The Beast can go into a frenzy when he enters his rage. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns. When the Beast's rage ends, he suffers one level of exhaustion.
Powerful Build. the Beast counts as a Large creature when determining his carrying capacity, the weight he can push, drag, or lift, and the size of creatures he can grapple or shove.
Reckless. At the start of his turn, the Beast can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Relentless Endurance (1/Day). When the Beast is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Siege Monster. The Beast deals double damage to objects and structures.
Unarmored Defense. While the Beast is wearing no armor, his AC includes his Constitution modifier. He can use a shield and still gain this benefit.
Actions
Multiattack. The Beast makes two battleaxe attacks, each of which he can replace with one use of Om! Nom! Nom! Nom! if he is berserk.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Om! Nom! Nom! Nom! Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 22 (4d10) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the Beast. If the target is a Large or larger creature, it instead takes an additional 22 (4d10) force damage.
A Medium or smaller object that isn't being carried or worn is automatically swallowed and a Medium or smaller creation of magical force is instantly destroyed. If the target is a Large or larger object or creation of force, the Beast's bite disintegrates a 5-foot-cube portion of it.
A swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Beast's Demiplanar Digestive System.
Intimidating Presence. One creature the Beast can see within 30 feet of him that can see or hear him must succeed on a DC 11 Wisdom saving throw or be frightened of the Beast until the end of his next turn. On subsequent turns, he can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from the Beast. If a creature's saving throw is successful, the creature is immune to the Beast's Intimidating Presence for 24 hours.
Bonus Actions
Cookie! The Beast eats one cookie from his Cookie Cache and regains 7 (2d4 + 2) hit points.
Rage (Recharges after a Short or Long Rest). The Beast enters a rage that lasts for 1 minute. The rage ends early if the Beast is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, the Beast gains the following benefits:
- He has advantage on Strength checks and Strength saving throws.
- He deals an extra 3 damage when he hits a target with a melee weapon attack.
- He has resistance to bludgeoning, piercing, and slashing damage.
- He can't be charmed or frightened and any such condition already on him is suspended.
- If he drops to 0 hit points and doesn't die outright, he can make a DC 10 Constitution saving throw, dropping to 1 hit point instead on a success. The DC for this benefit then increases by 5. The DC resets to 10 when he finishes a short or long rest.
Spell Icon's Artwork: "The Necron-Om-Nom-Nom-Nom-Nicon!" by Nathan Davis
* - (a dozen cookies animated by magic, such as by the animate objects spell, that obey your orders, and a copy of the ritual instructions contained in this spell (requiring 5 hours and 50 gp in fine inks and vellum to produce), which are all consumed)Previous Versions
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2/26/2023 11:33:43 PM
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