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Creature Consumption

Myrkul's Consumption Mechanics

  Whenever Myrkul consumes a creature, they must make a Constitution saving throw (DC 10 + 1/2 the creature's challenge rating rounded down). On a success, Myrkul gains a positive effect from the chart below. On a failure, Myrkul gains a negative effect from the chart.   If Myrkul succeeds on the save by 5 or more, they are healed for 1d6/CR (minimum 1) of the creature consumed. Additionally, if Myrkul fails the saving throw by 5 or more, they suffer an additional negative effect based on the type of creature consumed:  
  • Undead: gain vulnerability to radiant damage for 1 hour.
  • Fiend: gain vulnerability to cold damage for 1 hour.
  • Aberration: movement speed is reduced by 10 feet for 1 hour.
  • Dragon: gains vulnerability to thunder damage for 1 hour.
  • Elemental: vision is blurred and they have disadvantage on Wisdom (Perception) checks for 1 hour.
  • Beast: hunger is not satisfied and they must consume an additional creature to gain any effect.
  • Note that the DC and additional negative effects can be adjusted based on the DM's discretion and the balance of the campaign.      
     
     

    Zombie Transformation Mechanics

      Use the zombie stat block as a base. Increase AC, Strength, and Constitution by +2 for each size category above Medium. Increase HP by +10 and speed by +10 feet per size category above Medium. Add +1d6 to damage per size category above Medium (adjust modifier for new Strength as well).   Example for a Large creature:  
  • AC: 10
  • Str: 15
  • Con: 18
  • HP: 32
  • Speed: 30 ft.
  • Slam: +4 to hit, 2d6+2 bludgeoning
  • Note: Special physical features like flight may apply to the new zombie (DM's discretion).  
      Whenever Myrkul consumes a creature, they must make a Wisdom saving throw (DC 10 + 1/2 the creature's challenge rating rounded down). On a failure, Myrkul becomes addicted to the consumption of creatures and must consume at least one creature per day or suffer the following effects:  
  • has disadvantage on all attack rolls and ability checks until they consume a creature.
  • gains a level of exhaustion each day they go without consuming a creature.
  • Roll a Wisdom saving throw, DC 10 + 1/day a creature hasn’t been consumed, when they reduce a creature to 0hp. On a failure their next action is to consume the creature (this would apply towards daily creatures consumed). They may then roll for a positive effect.
  • For each additional creature consumed, the DC to resist addiction increases by 1. For every day a creature is not consumed (and there is no addiction), the DC to resist addiction decreases by 1. Consuming a creature with legendary actions or resistances increases the DC by 2 to resist addiction.   If Myrkul has become addicted, they can attempt to break the addiction by going without consuming a creature for 30 days and succeeding on three Wisdom saving throws (DC 15), with one attempt allowed per week. If they fail any of the saving throws, they must start the process over again. Magic like Greater Restoration or similar effects may also help to cure his addiction.
    Type
    Supernatural

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