Kryx RPGThemes
Elder Oblex

Elder Oblex

Huge ooze
Challenge
10

STR
2
DEX
3
CON
5
INT
6
WIS
1
CHA
4

115
10d12+50
18
Fort
+6
Ref
+3
Will
+8
Condition immunities bleeding, blinded, charmed, deafened, exhausted, prone

Speed 4 m.
Skills Deception +7 (18), Insight +1 (12), Occult +9 (20), Perception +4 (15), Wilderness +4 (15)
Senses blindsight 10 m. (blind beyond this distance)
Languages Common plus six more

Amorphous. The elder oblex can move through a space as narrow as 2 centimeters wide without squeezing.

Aversion to Fire. If the elder oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Spellcasting. The elder oblex uses Occult (Int) to cast spells (spell save Difficulty 18, +9 to hit with spell attacks). It has 10 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect thoughts, psychic crush

Cantrips (at will, 13th-level spellcaster): distract, mind thrust

1 mana: agonizing rebuke, call to mind, confusion, cutting words, fear, mind spike, sense minds, telekinesis, teleport, wandering mind

2 mana: hypnotic pattern, mind control, modify memory, stasis

Actions (3)

Pseudopod. Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.

Eat Memories (1/turn). The elder oblex targets one creature it can see within 1 meter of it. The target must succeed on a Difficulty 18 Will saving throw or take 54 (12d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the restoration spell augmented to greater restoration. Constructs, oozes, plants, and undead succeed on the save automatically.

While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.

When the elder oblex causes a target to become memory drained, the elder oblex learns all the languages the target knows and gains all its aptitudes, except for any saving throw aptitudes.

Sulfurous Impersonation (1/turn). The elder oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The elder oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 20 meters away. For all practical purposes, the simulacrum is the elder oblex, meaning the elder oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 2 centimeters wide between the elder oblex’s main body and the simulacrum. The simulacrum disappears if the tether is severed.

Swamp, Underdark, Urbanmtof

Spells

As an action, you cause your subject’s mind to wander, distracting it. Choose a creature within 5 meters. It has disadvantage on the next Perception or Insight ability check it makes before the end of its next turn.

As an action, you unleash a psychic assault ona creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).

As a reaction, which you use when you are hit by an attack or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 10 meters, it must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and is staggered until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d4 for each additional mana expended.

As a reaction, which you use when you use an Intelligence ability check to do one of the following:

  • Recall knowledge
  • Identify an alchemical concoction
  • Identify a herb, poison, or potion
  • Identify a concoction or spell
  • Identify a magic or technological item
  • Diagnose illness
  • Understand the gist of a language
  • Communicate in a language

You can recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. The creature makes the roll with disadvantage. The creature is immune if it is a construct or an undead, can’t hear you, or is immune to being charmed. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can use cutting words against one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As an action, you reach into the mind of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it takes 3d10 psychic damage and you know the target’s location for the duration, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you can sense the presence of non-mindless creatures within 10 meters for the duration, which allows you to pinpoint where the creature is located.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

concentration, 5 minutes/mana

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as an action each round for the duration, you can exert your will on one object that you can touch or see within 10 meters. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

You can try to move an object that weighs up to 100 kilos. If the object isn’t being worn or carried, you automatically move it up to 5 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting skill contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 5 meters in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the maximum weight of objects that you can target with this spell increases by 150 kilos.

  • Telekinetic Grip. You can expend 1 additional mana to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 5 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

    On subsequent turns, you can use an action to attempt to maintain your telekinetic grip on the creature, forcing it to make the saving throw.

  • Large. You can expend 2 additional mana to target a Large or smaller creature instead of an object.

  • Huge. You can expend 3 additional mana to target a Huge or smaller creature instead of an object.

As an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

  • Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

1 hour/mana

As you spend 10 minutes to cast this spell, you enter a deep contemplation. You learn a language or become capable, or proficient if you are already capable, with a skill for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

  • You learn an additional language or become capable with an additional skill for each additional mana expended.

concentration, 1 minute/mana

As two actions, you can read the thoughts of certain creatures. When you cast the spell—and as two actions on each turn until the spell ends—you can focus your mind on a creature that you can touch or see within 5 meters of you. If the creature has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As two actions, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action on its turn to repeat the saving throw; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as two actions during the duration, you can search for thoughts within 5 meters of you. The spell can penetrate barriers, but 60 centimeters of stone, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 5 meters of you.

Augment

You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 5 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.

concentration, 1 minute/mana

As two actions, you create a twisting pattern of colors that weaves through the air inside a sphere within 10 meters. The pattern appears for a moment and vanishes. Each creature in a sphere centered on that point must make a Will saving throw. If the creature can’t see the pattern, the spell has no effect on it.

On a failure, it is charmed for the duration. While charmed by this spell, the creature is incapacitated and immobilized.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

concentration, 1 minute/mana

As two actions, you take control of an animal that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it you gain control for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Humanoid. You can expend 1 additional mana to target a humanoid.

  • Creature. You can expend 2 additional mana to target any creature.

concentration, 1 minute/mana

As two actions, you modify the memory of a creature that you can touch or see within 5 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is a construct or an undead or is immune to being charmed, the spell has no effect on it.

On a failure, it is charmed by you, is incapacitated, and is unaware of its surroundings for the duration.

If it takes any damage or is targeted by another spell, this spell ends and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse spell or restoration spell augmented to greater restoration cast on the target restores the creature’s true memory.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to alter the target’s memories of an event that took place up to 30 days ago.

  • You can expend 2 additional mana to alter the target’s memories of an event that took place at any point in its past.

As two actions, you brutally crush the mental essence of a creature that you can touch or see within 10 meters, debilitating its acumen. The creature must make a Will saving throw.

On a failure, it takes 1d6 psychic damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If it has a head and is killed by this damage, its head explodes.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the spell deals no damage, but the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it is stunned until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.