Wrigglegeist (5e Creature)

Wrigglegeist

Tiny undead, unaligned


Armor Class 13 (natural armor)
Hit Points 15 (10d4 - 10)
Speed 20 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 8 (-1) 6 (-2) 11 (+0) 14 (+2)

Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, prone, restrained
Senses darkvision 30 ft., passive Perception 10
Languages telepathy 30 ft.
Challenge 1 (200 XP)


Ethereal Sight. The wrigglegeist can see 30 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Illumination. The wrigglegeist sheds dim light in a 10 foot radius.

Incorporeal Movement. The wrigglegeist can move through other creatures and objects as if they were difficult terrain.

Innate Spellcasting. The wrigglegeist's innate spellcasting ability is Charisma. The wrigglegeist can innately cast the following spells, requiring no material components:

3/day each: lesser restoration, protection from poison, resistance

ACTIONS

Etherealness. The wrigglegeist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Parasitic Possession (Recharge 6). One humanoid that the wrigglegeist can see within 5 feet of it must succeed on a DC 12 Charisma saving throw or be possessed by the wrigglegeist; the wrigglegeist then disappears inside the host, and the target is knocked unconscious for 3 (1d4 + 1) rounds. The wrigglegeist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it takes half of the damage its host takes, after accounting for both creature's immunities and resistances. Additionally, it can encourage or discourage the host from specific courses of action; if the host does no heed these suggestions, it takes 5 (2d4) damage.
The possession lasts until either the host or the wrigglegeist drops to 0 hit points, the wrigglegeist ends it as a bonus action, or the wrigglegeist is turned or forced out by an effect like the dispel evil and good spell.
If the host drops to 0 hits points, the wrigglegeist explodes; all other creatures within 30 feet to make a DC 14 Dexterity saving throw, taking 19 (4d8 + 1) thunder damage and being knocked prone on a failed save, or taking half as much damage on a successful one. Otherwise, when the possession ends, the wrigglegeist reappears in an unoccupied space within 5 feet of the host. The target is immune to this wrigglegeist's Parasitic Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Art by Jonathan Wojcik

The ghost of a long-dead parasite. This small being prefers to feed from within a living organism, phasing deep into the organs before semi-solidifying and melding with surrounding tissue to feed off host nutriets. Generally unnoticed and harmless, it can be driven under some circumstances to more dangerous behavior. A wrigglegeist under normal circumstances lives in a passive equilibrium with its host, and can feed with minimal harm or discomfort for the duration of a host's life span. The creature is unfortunately susceptible to over-stimulation however, and a host intaking too much of a particular nutrient or chemical stimulant can drive a wrigglegeist to aggressive gluttony. A "mad" wrigglegeist may tamper with the nervous system or even damage organs until the host indulges its addiction, and may begin to increase in size until it is capable of fully controlling the host body. When the needs of the ectogeist exceed the capacity of the host's biological systems, it begins to digest host biomass in an attempt to maintain its stability and may expand until it envelops whatever remains of the original host. Depending on the circumstances this entire process from passive parasite to hostile parasitoid may be drawn out over the course of many years or a matter of mere hours, but the end result is always the same: with its host finally annihilated, the bloated wrigglegeist explodes in a destructive blast of heated slime.
From the bubbling remains, the now shy and diminutive wrigglegeist shakes itself off and begins its quest for a new home.


Back to Main Page 5e Homebrew 5e Creatures

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Mortasheen franchise, and/or include content directly affiliated with and/or owned by Jonathan Wojcik. D&D Wiki neither claims nor implies any rights to Mortasheen copyrights, trademarks, or logos, nor any owned by Jonathan Wojcik. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
gollark: Not to stop you screenshotting copyrighted content or something.
gollark: But yes, I don't think it's a very good solution because the purpose of security should ultimately be to protect users.
gollark: If the only way to improve security requires not actually controlling hardware I own I'll just stick with not doing that.
gollark: Like "trusted computing".
gollark: It's probably some thing which aims to take control away from users by having a magic opaque chip you can't control do things.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.