Slidikin
Basic Information
Anatomy
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Mimicry. The slidikin can mimic voices it has heard. A creature who hears the slidikin mimic another voice can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Whispers of Madness. The many mouths of a slidikin constantly whisper maddening incantations and nonsensical phrases when it is in combat. Each creature that starts its turn within 20 feet of the slidikin and can hear the whispering must succeed on a DC 14 Wisdom saving throw. On a failure, the slidikin imposes one of the following effects determined at random to inflict on the target until the start of the its next turn. Hysteria: The subject falls into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to concentrate on spells, or cast spells with verbal components. Panic: The subject becomes frightened of the slidikin, and falls prone at the beginning of each of its turns. Violent Hallucinations: All attack rolls against the subject have advantage. Paranoia: The subject uses their action to make a single weapon attack against a creature within 5 feet of them. The target is chosen by the Slidikin Innate Spellcasting. The slidikin’s innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: minor illusion, tongues 3/day: hideous laughter 1/day each: hypnotic pattern, mind spike
Multiattack. The slidikin makes three attacks: two with its claws, and one with its bites. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Bites. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
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