Skepsithop

Skepsithop is an aquatic creature who resembles a cuttlefish with a sail-like flap on her back. The colors on her body constantly shift, drawing eyes to her almost magically. She once lived in a corner of the Elemental Plane of Water and used powerful hypnotic magic to survive, subjugating an immense army of sea life. Over time, this army formed a large, unified body for Skepsithop.   While investigating the vast body, the Seeker managed to locate and pluck Skepsithop from within the swarm, dispelling her mind control and casting her into the Abyssal Tank (area A4).   Crimes: Mass subjugation, amassing arms during peace   Containment: The Abyssal Tank was initially designed for Skepsithop. The fluid entirely nullifies her abilities, as creatures inside the tank cannot perceive her. When visitors fall under Skepsithop’s influence, they are immediately removed and cleansed using a scroll of dispel magic.
Current Location
Children

Roleplaying Skepsithop

  When the characters interact with Skepsithop, consider these roleplaying traits when deciding how Skepsithop responds:   Personality Traits: “I like it when things follow my orders, but I never really know what I should tell them to do.”   Ideal: “Subjugation. The more things under my control, the safer I am.”   Bond: “I don’t want harmless things to get hurt.”   Flaw: “I’m bad at taking orders and often forget important things.”   Skepsithop’s instinct is to hypnotize anything that poses a threat, although she has no intention of harming her victims. She considers creatures that feed her “already assimilated” and treats them in a friendly but dismissive manner.
Skepsithop
TINY BEAST

Skepsithop is a small cephalopod with the ability to control other creatures via hypnosis. Skepsithop is always under the effects of the mind blank spell.

Armor Class: 12

Initiative: +4 (14)

Hit Points: 5 ( 2d4 )

Speed: 30 ft., swim 60 ft.

Challenge: 1/8 (XP 25; PB +2)
    MOD SAVE
STR -2 -6 -6
DEX 17 +3 +3
CON 11 +0 +0
    MOD SAVE
INT 22 +6 +6
WIS 10 +0 +0
CHA -4 -7 -7

Senses: Blindsight 10 ft., Passive Perception 10

Languages: Telepathy 60 ft.


Traits

Amphibious. Skepsithop can breath air and water


Actions

Spellcasting. Skepsithop can innately cast the following spells, requiring no components; Intelligence is her spellcasting ability (spell save DC 16): At Will: animal friendship
3/day: charm person
1/day:hypnotic pattern   Dominate Person. Skepsithop can cast dominate person, though she only reveals this to a true friend; doing so causes her to fall unconcious for 1d10 days after the spell ends.