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Krakenlight

Krakenlight

  Navigators from all corners of the world are well aware that a full moon exerts a stronger pull on the tides. However, when eerie tendrils emerge from its surface, the moon turns into the Krakenlight, bending reality to its whims. This distorted celestial body heaves the waters of Luyarnha upward, suspending them in the heavens as a roiling, floating sea. Occasionally, monstrous denizens of the depths plummet from the sky, laying waste to those below. To those observing from afar, the city appears shrouded in a ferocious storm. Only upon entering Luyarnha's walls do they come face to face with the gravity-defying truth that lies beneath the tempest.   When the Krakenlight is visible, the following effects apply to the world.  

Monsters

 
  • Effects:
  • The bodies of aberrations and humanoids become dank and slimy; spells and other magical effects cannot cause them to be restrained. These creatures can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that is grappling it. Finally, being underwater imposes no penalties on their movement or attacks.
  • Monsters with a swimming speed of 30 feet or higher gain a flying speed equal to their swimming speed. If their speed is reduced to 0, instead of falling downwards as normal, they fall upwards, towards the water in the sky.
  • Aberrations gain the Bioluminescent Lure action.

  Bioluminescent Lure: As an action, the monster can create a light above its head that emits a dim glow in a 10-foot radius. Creatures that see the lure must make a Wisdom saving throw against the monster’s Trait DC or be charmed. While charmed, they are incapacitated and are compelled to move towards the lure with their movement each turn, only ending their movement when in the light. The charm effect lasts for 1 minute or until the creature takes damage.  
Monster CR
Trait DC
 
≤2
10
 
3-4
12
 
5-6
14
 
7-8
16
 
9-12
17
 
13-16
18
 
17-20
19
 
21+
20
 

Travel

While the Krakenlight's sinister tendrils unfurl and reach towards the world below, Luyarnha is drenched in the waters of the churning sea above, cascading torrents soaking the city streets. Despite their fearsome appearance, the monstrous limbs gracefully avoid all solid structures, never causing destruction in their wake. Luyarnha remains unscathed, even as its inhabitants bear witness to the Krakenlight's apocalyptic display.   The world is beset by heavy rains. Your travel pace is halved. If you finish a long rest without cover from the rain, you must succeed on a DC 12 Constitution saving throw or you don’t gain the benefits of the long rest. The rain lightly obscures everything in the area that isn’t covered, extinguishes open flames, and imposes disadvantage on Perception checks that rely on sight or hearing.   In addition, the tentacles erupting from the moon move unpredictably, sometimes sweeping down to ground level before returning to the sky. For each hour that passes, roll a d12. On a 1, a tentacle unfurls near the party. A creature can grab onto the tentacle with a successful DC 14 Athletics check. If any creatures grab and hold on to the tentacle, roll a d6. On a 1-5, the tentacle slaps the creatures holding on 1000 feet in a random direction before vanishing, dropping all creatures, who each take 5d6 falling damage as they tumble to the ground. On a 6, the tentacle drags each creature into the sky ocean.  

Madness

The madness section of each moon refers to a Madness DC, which is indicated in the following table.  
Average Party Level
Madness DC
 
1-4
11
 
5-8
13
 
9-12
15
 
13-16
17
 
17-20
19
 
21+
21
  The waters agitate the madness within. Whenever a character succeeds on a saving throw against madness under the Krakenlight, they expunge it physically in the form of an inkcloud. They release a 15-foot-radius sphere of ink centered on them. The sphere spreads around corners, and its area is heavily obscured. It lasts until the end of the character’s next turn.  

Short-Term

Whenever a character gains a short-term madness under the Krakenlight, they become mesmerized by the roiling storm of sea and tendrils above, falling prone and having their movement speed reduced to 0 until the end of their next turn.  

Long-Term

Whenever a character gains a long-term madness under the Krakenlight, they feel their body begin to mutate uncontrollably, trying to merge with the aquatic sky above, particularly when under stress.
  Whenever they are in combat, they must roll a d4 at the start of each of their turns. On a roll of 1, their body contorts in non-euclidean angles, causing them to writhe under the immense pain; their movement speed is halved, and they have disadvantage on all attack rolls and saving throws until the start of their next turn, where they regain temporary control of themselves.  

Indefinite

A character that gains an indefinite madness under the Krakenlight begins to turn into a being of the depths.  
  • Roll a d100;
  • on a result of 33 or lower, for the duration of the madness, the character gains the effects of the freedom of movement spell, though if they take lightning damage, they become paralyzed until the end of their next turn
  • on a result of 34 or higher, their body mutates, growing fins and gills, and for the duration of the madness, they must be underwater to breathe or talk, or they otherwise begin choking.
Type
Metaphysical, Supernatural

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