Risking your own safety, you tip the scales of cosmic justice and pronounce doom on a target within range. The target must make a Wisdom saving throw. On a failed save, the target is judged wanting, and a creature known as a doom appears in the nearest open space to the target and attacks the target immediately. Any additional dooms that are spawned -- as described under the monster entry -- normally attack the target of your spell as well. However, each time a new doom is spawned from the original doom, the GM rolls a d6. On a 1, the newly summoned doom attacks you. It continues to do so until it is destroyed, or until the spell duration elapses. If the doom that targets you spawns a new doom, it attacks the original target of this spell unless the GM rolls another 1, in which case you are its target, too.
Doom
Medium celestial, unaligned
Armor Class 13 (natural armor)
Hit Points 13 (3d6+3)
Speed 30 ft.
Saving Throws Dex +4
Senses blindsight 60 ft., passive Perception 13
Languages all
Challenge — 1
Precognitive Advantage. A doom is always treated as having rolled a 20 on initiative checks.
Creeping Doom. If the doom is reduced to 0 hit points, roll 1d4-1. That's how many additional dooms appear in the closest empty space, attacking whoever killed the doom, or the original target (or both). No more than nineteen living dooms can exist at a time within a 120-foot sphere; if that number is reached, Creeping Doom stops calling new dooms into existence (but already-called dooms remain). New dooms cease appearing if the initial target of the first doom is killed, or if the initial target manages to evade the senses and escape from the accumulated dooms called later.
Increasing Doom. If five or more dooms are present within a given location, their doomblade attacks are magical.
Actions
Multiattack. The doom makes three doomblade attacks.
Doomblade (shortsword). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.
Previous Versions
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1/31/2024 3:43:35 AM
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1/31/2024 3:45:30 AM
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Coming Soon
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