Sibriex

Sibriex

Huge fiend (demon)
Challenge

STR
0
DEX
−4
CON
6
INT
7
WIS
7
CHA
7

150
12d12+72
22
Soak
1
Fort
+11
Ref
+0
Will
+12
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 0 m., fly 4 m. (hover)
Skills Brawn +2 (13), Divinity (cha) +12 (23), Perception +12 (23)
Senses truesight 20 m.
Languages all, telepathy 20 m.

Contamination. The sibriex emits an aura of corruption 5 meters in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a Difficulty 20 Fortitude saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to the sibriex’s Contamination for 24 hours.

Flesh Warping. Creatures that encounter the sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body.

A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 5 meters of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.

Flesh Warping
d100Effect
01–05The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
06–10The target’s eyes push out of its head at the end of stalks.
11–15The target’s hands grow claws, which can be used as daggers.
16–20One of the target’s legs grows longer than the other, reducing its walking speed by 2 meters.
21–25The target’s eyes become beacons, filling a 5-meter cone with dim light when they are open.
26–30A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 5 meters.
31–35The target’s ears tear free from its head and scurry away; the target is deafened.
36–40Two of the target’s teeth turn into tusks.
41–45The target’s skin becomes scabby, granting it a +1 bonus to Defense but reducing its Charisma by 2 (to a minimum of 1).
46–50The target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55The target’s arms become tentacles with fingers on the ends, increasing its reach by 1 meter.
56–60The target’s legs grow incredibly long and springy, increasing its walking speed by 2 meters.
61–65The target grows a whiplike tail, which it can use as a whip.
66–70The target’s eyes turn black, and it gains darkvision out to a range of 20 meters.
71–75The target swells, tripling its weight.
76–80The target becomes thin and skeletal, halving its weight.
81–85The target’s head doubles in size.
86–90The target’s ears become wings, giving it a flying speed of 1 meter.
91–95The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

Legendary Resistance (3/day). If the sibriex fails a saving throw, it can choose to succeed instead.

Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects.

Maneuvers. The sibriex uses maneuvers (maneuver save Difficulty 14). It has 17 stamina dice which are d8s, a dice limit of 6, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blood in the water, bloodletting blade, fountain of blood, impale, lunge, spring attack, tear flesh

2 stamina dice: tear tendon

Spellcasting. The sibriex uses Divinity (cha) to cast spells (spell save Difficulty 21, +12 to hit with spell attacks). It has 9 mana, a mana limit of 3, 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: charm creature, command, detect magic, stasis

Cantrips (at will, 23rd-level spellcaster): acid splash, blood siphon, crimson blade

1 mana: acid arrow, acidic spray, analyze blood, avasculate, blood armor, blood drain, blood money, blood puppet, blood purge, blood sentinel, blooddrinking weapon, bloodhound, bloodletting strike, caustic burst, corrosive consumption, corrosive strike, corrosive weapon, dissolve, eruptive pustule, protection from acid

2 mana: acid fog, acid rain, acidic pools, amorphous form, animate acid, animate blood, bind blood, blood bond, blood transcription, corrosive bane, corrosive form, create homunculus, leathery wings, vitriolic sphere

3 mana: avascular mass, engulfing acidic sphere

1/rest: feeblemind

Actions (4)

Chain. Melee Weapon Attack: +5 to hit, reach 3 m. Hit: 13 (2d12) piercing damage.

Bite (1/turn). Melee Weapon Attack: +5 to hit. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage and the target’s armor or natural armor is corroded 1 until the end of Sibriex’s next turn.

Squirt Bile (1/turn). The sibriex targets one creature it can see within 20 meters of it. The target must succeed on a Difficulty 20 Reflex saving throw or take 130 (29d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and a creature’s armor or natural armor is corroded 3 until the end of the sibriex’s next turn. On a success, a creature takes half the initial damage.

Warp Creature (1/turn). The sibriex targets up to three creatures it can see within 20 meters of it. Each target must make a Difficulty 21 Fortitude saving throw. On a success, a creature becomes immune to the sibriex’s Warp Creature. On a failure, the target is poisoned, which causes it to also become exhausted 1. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any exhausted levels caused by it. Each failed save causes the target to gain 1 exhausted level. Once the target reaches 6 exhausted levels, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a miracle or wish spell.

Legendary actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The sibriex regains spent legendary actions at the start of its turn.

Cast a Spell. The sibriex casts a spell.

Spray Bile. The sibriex uses Squirt Bile.

Warp (Costs 2 actions). The sibriex uses Warp Creature.

Lower planes, Underdarkmtof

Maneuvers

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

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

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

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

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

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

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

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

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

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

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

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

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

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

As an action, a glob of acid appears in your hand. You can engulf your hand as you touch a creature or hurl the glob.

If you engulf your hand, make a melee spell attack against a creature you touch. If you hurl the glob, make a ranged spell attack against a creature within 5 meters.

On a hit, it takes 1d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

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

If the target dies from the initial damage, the acid can splash to another target within 1 meter of the original target, dealing the additional damage to it.

At higher levels

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

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead or has no blood in its body, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

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.

You gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

5 minutes

As an action, a blade of your blood appears in your free hand and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blood falls to the ground.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As an action, a shimmering green arrow streaks toward an object or creature within 20 meters and bursts in a spray of acid. Make a ranged spell attack against the target.

On a hit, it takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

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

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d8 for each additional mana expended.

As you spend 1 minute to cast this spell, you touch at least one drop of blood to analyze the creature to which the blood belongs. You learn the creature’s species, gender, or age category such as adolescent, adult, or elderly (your choice).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to learn all three details about the creature.

  • You can expend 1 additional mana to learn when and how the creature lost the blood, any kind of disease or poison in the blood, or any level of radiation in the blood.

As an action, you violently purge the blood from the body of a creature that you can touch or see within 10 meters through its skin. The creature must make a Fortitude saving throw.

On a failure, it loses 4d8 health and is bleeding 2.

On a critical failure, it loses twice as much health and is bleeding 4.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the damage by 5d8 for each additional mana expended.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its blood becomes as hard as iron upon contact with air until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

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.

You regain health equal to half the amount of necrotic damage dealt.

Augment

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

As a reaction when you cast a spell, you can cut one of your hands, releasing a small stream of blood that transforms into one material component of your choice required by the original spell, with a cost of up to 100 sp or augments a material component to be up to 100 sp more valuable.

Your health and maximum health are both reduced by 1d10. This reduction can’t be lessened in any way, your maximum health cannot be increased in any way until you finish a long rest, and the reduction to your maximum health lasts until you finish a long rest. You cannot create magic items with blood money.

This spell does not change your mana limit for another spell you cast this turn.

Augment

The component cost can be up to 100 sp higher for each additional mana expended. Reduce your health by an additional 1d10 for each augmentation.

As a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. The creature must have blood in its body or this spell fails.

That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability.

As an action, you can manipulate the vitality of a creature within 10 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The creature must have blood in its body or this spell has no effect.

(ritual); M (a life-sized animal sculpture made of clay, cloth, stone, or wood, plus mandrake root worth 10 sp, consumed)

As you spend 10 minutes to cast this spell, you pour a few drops of your blood into the mouth of the animal sculpture, temporarily giving it life. The form is based on the sculpture: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

The sculpture animates into a sentinel within 1 meter of you. The sentinel has the statistics of the chosen form, though its health is increased by 5. Your sentinel can understand your speech and you gain the ability to decipher its noises and motions.

Your sentinel acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your sentinel, it defends itself from hostile creatures but otherwise takes no actions. A sentinel can’t attack, but it can take other actions as normal.

While your sentinel is within 20 meters of you:

  • Your sentinel has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your sentinel can deliver the spell as if it had cast the spell. Your sentinel must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your sentinel if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the sentinel drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your sentinel’s health by 15 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon that deals piercing or slashing damage that you touch thirsts for blood. For the duration, the weapon deals an extra 1d4 damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to thirst for blood.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on skill checks to track any creature that doesn’t have full health.

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability damage to the attack’s damage roll and the creature is bleeding 2.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d10 and the bleeding level by 1 for each additional mana expended.

As an action, corrosive acid bursts out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 2d10 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d10 for each additional mana expended.

  • Caustic Corruption. You can expend 1 additional mana so the acid around you is continuous. The duration changes to 1 minute/mana, concentration and the acid spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 1d10 and additional augments to the damage increase the damage by 1d10 for every two additional mana expended, instead of the normal increase.

1 hour/mana

As an action, you charm a creature 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 is charmed by you and friendly to you for the duration.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

When the spell ends, the creature knows it was charmed by you.

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.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures 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 to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 1 minute/mana

As an action, corrosive acid eats away at a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 4d6 acid damage and its armor or natural armor is corroded 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of its next turn.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability acid damage to the attack’s damage roll and the target takes additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d10 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon you touch seeps acid. For the duration, the weapon deals an extra 1d4 acid damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to seep acid.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

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.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

As an action, corrosive acid shoots from your outstretched hand to a target that you can touch or see within 10 meters. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

This spell automatically dissolves a Tiny or smaller nonmagical object or a creation of magical force. If the target is a Small or larger object or creation of force, this spell dissolves a 75-centimeter radius sphere portion of it. A magic item is unaffected by this spell.

Augment

You can increase the damage by 4d6 for each additional mana expended.

At 2 mana, this spell automatically dissolves a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell dissolves a 1-meter radius sphere portion of it.

At 3 mana:

  • if the damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are dissolved to a puddle of ooze. The creature can be restored to life only by means of a resurrection spell, a miracle spell, or a wish spell.
  • this spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 1-meter radius sphere portion of it.

At 4 mana, this spell automatically dissolves a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell dissolves a 2-meter radius sphere portion of it.

At 5 or more mana, this spell automatically dissolves a Huge or smaller nonmagical object or a creation of magical force. If the target is a Gargantuan or larger object or creation of force, this spell dissolves a 3-meter radius sphere portion of it.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, your skin erupts in a swollen, pus-filled bump that bursts open, shooting acid. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 for each additional mana expended.

As an action, you have resistance to acid damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to acid damage.


Dampen Acid

1

As a reaction, which you use when you take acid damage, you gain resistance to acid damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes acid damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

As two actions, you create a cloud of acidic, green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

The acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.

At the start of each of your turns if the fog is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

As two actions, acidic rain falls to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d10 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d10 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create two 2-meter radius pools of acid on the ground within 20 meters that last for the duration. The pools can’t occupy the same space as a creature or object and their area is difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if a pool is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment

You can create one additional pool and increase the damage by 1d8 for each additional mana expended.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a partially translucent mass that generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
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, 5 minutes/mana

As two actions, you call forth an acid elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an acid elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 5 minutes/mana

As two actions, you siphon blood from a creature within 10 meters, animating it into a blood ooze. The creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and is a blood ooze appears in an unoccupied space within 1 meter of the creature.

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.

The ooze has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the ooze gains 1 mana or 2 stamina dice. The ooze is friendly to you and your companions and melts to a pool of blood when it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment

You can target one additional creature for each additional mana expended, creating an additional blood ooze.

As two actions, you coagulate the blood of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 4d6 necrotic 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.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 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 1 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.

1 hour/mana

As two actions, you connect your life to that of a willing creature within 10 meters. While the target is within 10 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Fortitude saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Fortitude saving throw against the spell. If the saving throw succeeds, the spell ends.

3 hours/mana

As two actions, you consume half a liter of blood from a creature that could cast spells that died within the last 24 hours. You can learn a spell with a mana cost up to your mana limit that the creature knew for the duration. Your GM determines the spell, though you can provide input such as “a higher mana spell”, “a spell that can protect me”, “a spell that can cause mass destruction”.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to acid. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to acid damage for the duration and the first time on each turn the creature takes acid damage, it takes an extra 2d6 acid damage.

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 two actions, you, along with everything you’re wearing and carrying, transforms into a corrosive form. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to corrosive form.
  • a creature that enters your space for the first time on a turn or starts its turn there must make a Fortitude saving throw. On a failure, the creature takes 1d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a success, a creature takes half as much damage.
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, 5 minutes/mana

As two actions, you mix certain chemicals with blood, clay, ash, and mandrake root, to create a companion known as a homunculus which appears in an unoccupied space that you can see within 10 meters. The homunculus assumes the homunculus companion form, using 2 resources. The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the construct gains 1 mana or 2 stamina dice. The homunculus is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

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

  • You can expend 2 additional mana to call forth another homunculus.

concentration, 5 minutes/mana

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

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.

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.

As two actions, a glowing 30-centimeter diameter ball of emerald acid flashes from your hand to a point within 20 meters and then blossoms into an explosion of acid. The acid spreads around corners. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 4d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Delay Blast. You can expend 1 additional mana so the ball lingers at the point of origin while you concentrate on the spell for up to 1 minute. If at the end of your turn the ball has not yet detonated, you can increase the damage by 1d4. When the spell ends, either because your concentration is broken or because you decide to end it, the ball explodes.

concentration, 1 hour/mana

As two actions, a creature that you can touch or see within 10 meters has its blood vessels violently purged through its skin. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

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 the creature takes damage, the avascular mass erupts in a sphere centered on the target. The avascular mass is difficult terrain and lightly obscures its area.

If the avascular mass isn’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn. The mass layered over a flat surface has a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, a creature is restrained as long as it remains in the avascular mass or until it breaks free.

A creature restrained by the avascular mass, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

Any 1-meter cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue.

Augment

You can increase the damage by 2d8 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you create a sphere of acid with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failure, a creature is engulfed by the sphere of acid for the duration. At the start of each of its turns while it is engulfed, it takes 1d6 acid damage. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself.

A creature restrained by the sphere, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. A creature with a swimming speed has advantage on this skill check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

At the start of each of your turns if the sphere is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground. Any creature restrained by the sphere is knocked prone in the space where it falls. The acid then vanishes.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

As two actions, you blast the mind of a creature that you can touch or see within 20 meters, shattering its intellect and personality. The creature must make a Will saving throw. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 6d6 psychic damage and the creature’s Intelligence and Charisma become −5. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

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.

After 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by a restoration spell augmented to 4 mana or miracle or wish.