Eutychaea (5e Creature)

This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Creature Design Guide if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Attention!
This page contains adult content which some may find offensive.
Do not view this page if you are a minor or are offended by such material.

Eutychaea

Large fiend (demon, shapechanger), chaotic evil


Armor Class 20 (natural armor)
Hit Points 287 (23d10 + 161)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 22 (+6) 24 (+7) 23 (+6) 21 (+5) 26 (+8)

Saving Throws Dex +14, Con +15, Cha +16
Skills Acrobatics +14, Deception +16, Insight +13, Perception +13
Damage Resistances cold, fire, lightning
Damage Immunities posion; bludgeoning, peircing, and slashing from nonmagical weapons.
Condition Immunities charmed, exhaustion, frightented, posioned
Senses truesight 120 ft., passive Perception 23
Languages all, telephathy 120 ft.
Challenge 25 (75,000 XP)


Shapechanger. Eutychaea can use her bonus action to polymorph into a Small or Medium humanoid she has seen (in person or through the thoughts of another creature), or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying is absorbed or borne into her new form (Eutychaea's choice). She reverts to her true form if she her hit points are reduced to 0, but she returns to the amount she had before transforming.

Aggressive. As a bonus action, Eutychaea can move up to her speed toward a hostile creature she can see.

Ambusher. In the first round of combat, Eutychaea has advantage on attack rolls against any creature she surprised.

Berserk. At the start of her turn, Eutychaea can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.

Blood Frenzy. Eutychaea has advantage on melee attacks rolls against a creature that doesn't have all of its hit points.

Demonic Power. If damage reduces Eutychaea to 0 hit points, she must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Eutychaea drops to 1 hit point instead. Eutychaea has advantage on the save.

Innate Spellcasting. Eutychaea’s spellcasting abillity Charisma (spell space DC 24). Eutychaea can innately cast the following spells.
At will:contagion, detect magic, fear, hideous laughter
3/day: darkness, dispel magic, hold person, hunter's mark, teleport
1/day:greater invisibility

Legendary Resistance (3/Day). If Eutychaea fails a saving throw, she can choose to succeed instead.

Magic Resistance. Eutychaea has advantage on saving throws against spells or other magical effects.

Magic Weapons. Eutychaea’s weapon attacks are magical.

Rampage. When Eutychaea reduces a creature to 0 hit points with a melee attack on her turn, she can take a bonus action to move up to half her speed and make a claw attack.

Regeneration. Eutychaea regains 50 hit points at the start of its turn. If she takes acid, fire, or radiant damage, this trait doesn't function at the start of her next turn. She dies only if she starts her turn with 0 hit points and doesn't regenerate.

Surprise Attack. If Eutychaea surprises a creature and hits it with an attack during the first round of combat, the target takes an extra X (3d8) damage from the attack.

ACTIONS

Multiattack. Eutychaea makes four melee attacks, only one of which may be a bite.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one grappled target. Hit: X (2d10 + 5) piercing damage damage plus X (2d8 + 2) posion damage. If the target is a creature it must make a DC 24 Constitution saving throw or be under Eutychaea's command, as though she had cast Dominate Person.

Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: X (2d6 + 6) slashing damage. If the target is a creature that is not a construct or undead, it must succeed a DC 24 Constitution saving throw or be afflicted with constant pain, causing disadvantage on all saves, ability checks, concentration checks, and attack rolls for one minute. If the creature is hit by multiple claw attacks in the same turn, it only makes one saving throw after the total damage is rolled.

Read Thoughts. Eutychaea magically reads the surface thoughts of one creature within 60 feet of her. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Eutychaea can continue reading its thoughts, as long as her concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Eutychaea has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

REACTIONS

Unbridled Fury. In response to being hit by a melee attack, Eutychaea can make one melee weapon attack with advantage against the attacker.

LEGENDARY ACTIONS

Eutychaea can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Eutychaea regains spent legendary actions at the start of her turn.
Bite. Eutychaea makes one bite attack.
Move. Eutychaea moves up to half her speed.
Pounce (Cost 2 Actions). Eutychaea leaps 10 feet into the air and the length of her walking speed towards a creature she can see and makes a Bite attack with advantage. If the attack hits, Eutychaea gains temporary hit points equal to half the damage dealt.

Called the Mistress of Masochism and the Lady of Pain, Eutychaea is a cruel, psychopathic monstrosity who delights in torture. She stands nine feet tall, with a thin, almost sickly physique, riddled from head to toe in ugly scars, some wounds always bleeding forever. Her fingers are tipped in claws that shred any flesh they touch, including her own as she endlessly rakes them across her skin for the pleasure, sick and twisted as it is, of pain. She seeks to spread this joy to others, by means of torture. Not just of the body, but also of the mind, as she reads their minds and shifts her form to those they care for to torment them.

Eutychaea's Lair

Eutychaea's principal lair is her Flesh Palace, a gigantic display of horror found upon her abyssal lair of Judahael. The structure is built from broken bones and decorated with the blood and flesh of her victims, cursed to live on in everlasting pain. Judahael itself is an expansive wasteland, dotted with more of Eutychaea's casualties, bleeding and impaled on massive stakes. The ground that should be dirt is cracked and dry, but not in the way that earth should appear. Rather, its appearance is more like that of dried skin and any wet earth is more similar to fresh flesh, which in some places inanimate and rotting. The air echoes with the screams of these victims, as they live in constant torture, but cannot die. Rivers of blood flow all across the land, gushing endlessly from the walls of the Flesh Palace and staining the walls red.

Lair Actions

On initiative count 20 (losing initiative ties), Eutychaea takes a lair action to cause one of the following magical effects; she can't use the same effect two rounds in a row:

    Regional Effects

    The region containing Eutychaea’s lair is warped by her magic, creating one or more of the following effects:

    • The air of Judahael is filled with a sickening stench of blood and rotting flesh, causing any creature that is not a fiend, undead, or construct to make a DC 24 Constitution saving through or be poisoned of 1 hour.
    • Carrion birds attack any humanoids they see and those within 6 miles of the lair act as Eutychaea's eyes and ears.
    • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into madness determined by the Madness of Eutychaea's table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

    Madness of Eutychaea

    If a creature goes mad in Eutychaea's lair or within line of sight of the demon lord, roll on the Madness of Eutychaea table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

    d100Flaw (lasts until cured).
    01-20"My skin feels weird. It feels like something is crawling beneath it. I can't stand it any longer. It drives me crazy! I can't think clearly! I... I must... skin my self!"
    21-40"I wonder, how nice it must feel to get swallowed alive by a dragon?"
    41-60"I feel not comfortable. My clothes are so tight. It is getting hard to breathe in them. It feels like they're getting smaller! They are so gods forsaken tight, I can't breathe in them! I must get rid of them NOW!"
    61-80"I'm starting to think my companions would look good covered in scars! Bleeding from fresh wounds! I should torture them!”
    81-00"This is hopeless. Everything is hopeless! We have no chance of getting out of here alive~ W-we can... We can also just kill ourselves... Then we can at least save our selves from her torture..."

    Back to Main Page 5e Homebrew 5e Creatures

    gollark: You need brewing reactors and efficiency reactors.
    gollark: >all reactors should be efficiency reactors
    gollark: All your reactors should be efficiency reactors.
    gollark: more reactors, using output from the last one.
    gollark: Then add MORE FUEL CYCLES!
    This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.