Kaorti
Remove these ads. Join the Worldbuilders Guild
Chaotic Form. A kaorti does not need to eat or sleep. Natural Vulnerability. Existence on the material plane is impossible for a kaorti under normal circumstances. An unprotected kaorti outside of its kaortic cyst must make a DC 14 Constitution save each hour. If it fails its save, the kaorti gains one level of exhaustion. Innate Spellcasting. The kaorti’s innate spell casting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self, colour spray, feather fall 1/day each: enlarge reduce, ray of enfeeblement, spider climb Vile Transformation. If a kaorti can keep its jaws locked onto a creature for 8 hours, it can attempt to imbue that creature with it’s foul essence, transforming the victim into a mockery of its true form. The victim must make a DC 11 Constitution save to remain uncorrupted. If the save is failed, the victim transforms into a kaorti if they were originally a humanoid. If the creature was not humanoid, they transform into a disfigured thrall, under the control of the kaorti who created it. If the victim succeeds on their save, the kaorti can attempt the transformation again, over another 8 hour period, and increase the Constitution save DC by +1.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target is poisoned (DC 13) Ribbon Dagger. Melee Weapon Attack: +5 to hit, reach 10 ft., one target, x4 damage dice on a critical hit. Hit: 6 (2d6 + 3) slashing damage. A target hit by this attack can be forced to drop one item it is holding. Resin Dart. Ranged Weapon Attack: +5 to hit, range 30/100 ft., one target, x4 damage dice on a critical hit. Hit: 6 (1d6 + 3) slashing damage.
Display your locations, species, organizations and so much more in a tree structure to bring your world to life!
Comments