Kryx RPGThemes
Oblex Spawn

Oblex Spawn

Tiny ooze
Challenge
¼

STR
−1
DEX
3
CON
2
INT
2
WIS
0
CHA
0

18
4d4+8
15
Fort
+2
Ref
+1
Will
+2
Condition immunities bleeding, blinded, charmed, deafened, exhausted, prone

Speed 4 m.
Skills Insight +0 (11), Perception +1 (12), Psionics (Int) +3 (14)
Senses blindsight 10 m. (blind beyond this distance)

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

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

Spellcasting. The oblex spawn uses Psionics (Int) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It can cast the following spells:

Cantrips (at will): distract, mind thrust

1 mana: agonizing rebuke, call to mind, mind spike, sense minds

Actions (1)

Pseudopod. Melee Weapon Attack: +4 to hit. Hit: 1 bludgeoning damage plus 2 (1d4) psychic damage.

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.

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.