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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9320024" data-attributes="member: 6915329"><p>This issue’s Dragon’s Bestiary is the result of a monster-making contest that ran in #254, and the monster I’m choosing from it is the <strong>visceraith</strong>, or bone spirit. It’s effectively an undead, free-floating nervous system with some attached organs. I’m sure you’ve all seen a picture of the disembodied nervous system, often with a caption of how it’s <em>us</em> without the meat suit, That’s basically what the visceraith looks like. Although the visceraith also glows.</p><p></p><p>However, it’s a polite undead; it wears a skeleton (probably not its original one), and concealing clothing on top of <em>that</em>, so as not to alarm people. That’s because the visceraith’s primary goal is to just live its unlife in peace: <em>“The bone spirit resides where it can lead a secluded existence, though it might hire servants or find companions. Living residents in the home of a visceraith are usually treated well, but the bone spirit is not above murder to protect its identity.”</em> That last sentence seems like a reach, like they really wanted to give the PCs a reason to come kill it.</p><p></p><p>As such, the visceraiths is a perfect moral dilemma monster. It’s a magic-using undead, not <em>too </em>different from a lich in concept, and therefore quite likely to be seen as an abomination against the gods and nature. But it’s not harming or feeding off of anyone, not corrupting anything by its mere presence, there’s no <em>real</em> reason to imagine that it’s going to snap one of these days, it’s generally nice to the help, and basically just wants to live its unlife as pleasantly as possible. It didn’t even perform foul rituals to become undead; it just happened because it was strong-willed in life. Do the players kill it just because? </p><p></p><p>And at the same time, because it’s basically a person, albeit a creepy-looking one, you could also have it as a bad guy for completely human reasons.</p><p></p><p>A note: The visceraith has the ability to snap bones magically. Since, as far as I can tell, Level Up doesn’t have rules for this, I’m using the DMG’s “Lingering Injury” table as my basis. My assumption is spells like <em>cure wounds </em>and <em>lesser restoration </em>don't fix broken bones--you need something like <em>regeneration </em>or <em>greater restoration</em> to do that. If you prefer lower-level spells to be able to fix a break, you can do that as well.</p><p></p><p>Also, I picked the <em>void maw </em>cantrip from To Save A Kingdom—it’s on A5e.tools.</p><p></p><p>[ATTACH=full]358535[/ATTACH]</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px"><strong>Visceraith</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #271</p><p>Creature by Richard Sanders; art by Dennis Calero</p><p></p><p>Visceraiths are one of the most gruesome-looking undead. They are a disembodied nervous system to which internal organs are attached, all glowing with a faint green glow. They are formed randomly when an arcane spellcaster tries to save their life through their magic, but die anyway—the caster’s desperation for life causes it to rise as an undead.</p><p></p><p><strong><em>Bone-Wearers. </em></strong>These undead are rarely found in their true form, as they lack any sort of structure and have very little physical strength. Instead, they prefer to wrap themselves around skeletons for support. They often modify these skeletons, using their innate magic to create interesting shapes for themselves, and often tools and weapons made out of bone. Their ability to control bones has a darker side to it, though. With just a gesture, they can snap a person’s bone like a twig.</p><p></p><p><strong><em>Living Their Best Unlife. </em></strong>Unlike many other intelligent undead, visceraiths have no particular negative feelings towards the living, other than perhaps a faint jealousy because they can’t take part in all the things they used to. Most visceraiths simply want to exist in peace and continue as many of the activities they used to enjoy as they can.</p><p></p><p><strong><em>Stay Hidden. </em></strong>Visceraiths are aware of how disturbing they look—many can’t even look at themselves with anything other then visceral horror. While wearing a skeleton, they can at least pretend that they chose their unlife, like a lich did, but even then it can be difficult. They typically keep themselves wrapped up well, wearing cloaks, robes, and gloves along with magical disguises so they never have to look at their glowing nerves and organs. Visceraiths hate the idea of other creatures seeing their true selves and will do anything to avoid exposure—even resorting to killing those who see their true form.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>any climate; settlement</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Legends and Lore</span></span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Visceraiths are rare undead beings that comprise a nervous system and various organs. They wear other creature’s skeletons to give them a solid form. In life, they were wizards or other arcane casters and they have retained their spellcasting even after death.</p><p></p><p><strong>DC 20.</strong> These beings mostly try to continue to live as they did before they died. They typically shun other undead, preferring the company of the living, although they will go to great lengths to keep their secret.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Visceraith Encounters</span></span></strong></p><p><strong>Challenge Rating 5-10</strong> visceraith, visceraith with apprentice mage and grimalkin; visceraith with commoner mob; visceraith with guard squad</p><p><strong><em>Treasure:</em></strong> 300 gp, 6 carnelians (50 gp each), gold locket with a picture of the visceraith pre-death (75 gp), noble clothes and matching hat and glove (100 gp), masterwork longsword with gilded hilt, +2 <em>wand of the war mage</em>, <em>glamoured padded leather</em></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Signs</span></span></strong></p><p>1. People speak of “that weird wizard” who goes about completely covered in a cloak and gloves.</p><p>2. People who claim that “that weird wizard” has been magically breaking people’s bones and want revenge against them.</p><p>3. A slight green glow from ahead.</p><p>4. A strangely astringent smell.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Behavior</span></span></strong></p><p>1. Doing important research; ignores intruders unless interfered with.</p><p>2. Teaching spell theory to an apprentice.</p><p>3. Offering to hire the party to engage in some shady activity; pays well.</p><p>4. Pretending to be alive and engaging in Normal Human Activities.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Visceraith</span></span></strong></p><p><strong>Medium undead; Challenge 7 (2,900 XP)</strong></p><p><strong>AC</strong> 13 (14, natural armor when wearing a skeleton, 17 with <em>mage armor</em>)</p><p><strong>HP</strong> 75 (10d8+30; bloodied 37)</p><p><strong>Speed</strong> 30 ft.; fly 30 ft. (when not in skeleton)</p><p></p><p><strong>STR</strong> 16 (+3) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 16 (+3) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 14</p><p><strong>Saving Throws</strong> Str +7, Int +7, Wis +4</p><p><strong>Skills</strong> Arcana +6 (+1d4), Deception +6, Insight +4, Perception +4, Persuasion +6</p><p><strong>Damage Resistances</strong> damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> cold, poison, radiant</p><p><strong>Condition Immunities</strong> charmed, fatigue, paralyzed, poisoned, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> the languages it knew in life</p><p></p><p><strong><em>Amorphous. </em></strong>When the visceraith is not wearing a skeleton, it can move through an opening as narrow as 6 inches wide without squeezing. Without a skeleton, the visceraith has disadvantage on all Strength, Dexterity, and Constitution ability checks, attack rolls, and saving throws.</p><p></p><p><strong><em>Don/Doff Skeleton. </em></strong>It takes 1 minute for a visceraith to insinuate itself into a skeleton and animate it, but it can leave the skeleton as an action.</p><p></p><p><strong><em>Radiant Glow. </em></strong>Unless the visceraith is completely covered, it sheds dim light to a 5 foot radius. Additionally, melee attacks made by the visceraith inflict an additional 4 (1d8) radiant damage (included in the attack).</p><p></p><p><strong><em>Spells. </em></strong>The visceraith is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 with spell attacks). It has the following wizard spells prepared:</p><p>Cantrips (At Will): <em>dancing lights, mage hand, minor illusion, prestidigitation, void maw</em></p><p>1st-level (4 slots): <em>charm person, disguise self, mage armor, magic missile</em></p><p>2nd- level (3 slots): <em>blindness/deafness, hold person, invisibility, suggestion</em></p><p>3rd-level (3 slots): <em>counterspell, fear, haste, lightning bolt</em></p><p>4th-level (2 slots): <em>dimension door, phantasmal killer</em></p><p>5th-level (2 slots): <em>modify memory</em></p><p></p><p><strong><em>Turn Resistance. </em></strong>The visceraith has advantage on saving throws against any effect that turns undead.</p><p></p><p><strong><em>Undead Nature. </em></strong>A visceraith doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Multiattack.</em></strong> The visceraith makes two dagger attacks.</p><p></p><p><strong><em>Bone Dagger. </em></strong><em>Melee or Ranged Weapon Attack:</em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit: </em>5 (1d4+3) piercing damage plus 4 (1d8) radiant damage.</p><p></p><p><strong><em>Bone Control (Recharges After a Short or Long Rest).</em></strong> The visceriath targets a creature within 60 feet of it. The target must make a DC 14 Constitution saving throw or one of its bones breaks. The creature takes 5 (1d10) force damage and one level each of fatigue and strife. On a success, the creature takes 5 (1d10) force damage but its bone isn’t broken and it doesn’t take any fatigue or strife. Until the bone is healed with time or magic, the target suffers from the following effect:</p><p>• Arm: The target can no longer hold anything with two hands and can only hold a single object at a time.</p><p>• Jaw: The target can’t speak or eat solid food.</p><p>• Leg: The target’s speed is halved, it falls prone after using the Dash or Sprint action, and it has disadvantage on checks and saving throws made to balance or to avoid falling prone.</p><p>• Rib: Whenever the target attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, the target loses its action and can’t use reactions until the start of its next turn. On a critical failure, the target takes one level of fatigue.</p><p></p><p>The visceraith can also use Bone Control to shape one or more inanimate bones in a 5-foot square that are not part of a living creature, as per the <em>stone shape </em>spell.</p><p></p><p><strong><em>Horrifying Visage. </em></strong>Each non-undead creature within 60 feet of the visceraith when it is unclothed and not inside a skeleton that can see it must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this visceraith’s Horrifying Visage for 24 hours.</p><p></p><p><strong><em>Absorb Bone (Recharges after a Short or Long Rest). </em></strong>The visceraith holds an unbroken bone to its body, where it is absorbed, and the visceraith regains 11 (2d10) hit points.</p><p></p><p><strong><em>Blindness/Deafness (2nd-Level; V). </em></strong>One creature the visceraith can see within 30 feet must make a DC 14 Constitution saving throw. On a failure, the creature is either blinded or deafened (visceraith’s choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.</p><p></p><p><strong><em>Dimension Door (4th-Level; V). </em></strong>The visceraith teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage and the spell fails.</p><p></p><p><strong><em>Hold Person (2nd-Level; V, S, M; Concentration). </em></strong>One humanoid the visceraith can see within 60 feet must make a DC 14 Wisdom saving throw or be paralyzed for 1 minute.</p><p></p><p><strong><em>Invisibility (2nd-Level; V; Concentration). </em></strong>The visceraith is invisible for 1 hour. The spell ends if the visceraith attacks, uses Bone Control, or casts a spell.</p><p></p><p><strong><em>Lightning Bolt (3rd-Level; V, S, M).</em></strong> A bolt of lightning 5 feet wide and 100 feet long arcs from the visceraith. Each creature in the area must make a DC 14 Dexterity saving throw, taking 28 (8d6) lightning damage on a failure or half as much damage on a success. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.</p><p></p><p><strong><em>Magic Missile (1st-Level; V, S). </em></strong>Three glowing arrows fly from the visceraith simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage.</p><p></p><p><strong><em>Phantasmal Killer (4th-Level; V, S; Concentration). </em></strong>One creature the visceraith can see within 120 feet must make a DC 14 Wisdom saving throw when the spell is cast and at the end of each of its turns or take 22 (4d10) psychic damage and become frightened. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A target that succeeds on its initial saving throw takes half damage.</p><p></p><p><strong><em>Void Maw (Cantrip; V, S). </em></strong><em>Ranged Spell Attack:</em> +5 to hit, range 60 ft., one target. <em>Hit: </em>7 (2d6) necrotic damage. If the target is an inanimate corpse or a Tiny or smaller nonmagical object, it disintegrates into nothing. If this creature is reduced to 0 hit points by this spell and fails its final death saving throw, it is disintegrated.</p><p></p><p><strong><u><span style="font-size: 18px">Reactions</span></u></strong></p><p><strong><em>Counterspell (3rd-Level; S). </em></strong>When a creature the visceraith can see within 60 feet casts a spell, the visceraith attempts to interrupted it. If the creature is casting a 2nd-level or lower spell, the spell fails. Otherwise, the visceraith must make an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or lower than half the original spell slot. If the visceraith casts <em>counterspell</em> with a higher spell slot, the interrupted spell fails if its level is less than that of the <em>counterspell.</em></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Combat</span></span></strong></p><p>Visceraiths avoid melee combat unless desperate. They start off combat by using bone control to weaken the strongest-seeming martial combatant, then rely on spells.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">New Parts</span></span></strong></p><p>Visceraiths are capable of modifying the skeletons they inhabit, adding on new parts for reasons of either usefulness or aesthetics. Some potential parts are as follows:</p><p></p><p>• <strong><em>Beast Skull. </em></strong>The visceraith gains either a Bite attack (+5 to hit, 1d8+3 piercing damage plus 1d8 radiant damage) or a Ram attack (+5 to hit, 1d6+3 bludgeoning damage plus 1d8 radiant damage)</p><p>• <strong><em>Beast Claws. </em></strong>The visceraith gains a Claw attack (+5 to hit, 1d6+3 slashing damage plus 1d8 radiant damage).</p><p>• <strong><em>Beast Legs. </em></strong>The visceraith’s speed increases to 40 ft.</p><p>• <strong><em>Giant Bat Wings. </em></strong>Even though these wings are nothing but skeletal fingers, lacking wing membrane, they allow for a Fly speed of 30 feet.</p><p>• <strong><em>Manticore Tail. </em></strong>The visceraith gains a Tail attack (+5 to hit, reach 10 feet, 1d8+3 piercing damage).</p><p>• <strong><em>Ogre’s Rib Cage. </em></strong>The visceraith’s natural armor increases by 2.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Different Shapes</span></span></strong></p><p>Although most visceraiths choose a humanoid skeleton for their body, there is nothing stopping the visceraith from taking over the skeleton of any other type of Small, Medium, or Large creature. It gains that creature’s size and speed, and if applicable, replaces its dagger attack with a physical attack appropriate to the skeleton, such as claws or a bite attack.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9320024, member: 6915329"] This issue’s Dragon’s Bestiary is the result of a monster-making contest that ran in #254, and the monster I’m choosing from it is the [B]visceraith[/B], or bone spirit. It’s effectively an undead, free-floating nervous system with some attached organs. I’m sure you’ve all seen a picture of the disembodied nervous system, often with a caption of how it’s [I]us[/I] without the meat suit, That’s basically what the visceraith looks like. Although the visceraith also glows. However, it’s a polite undead; it wears a skeleton (probably not its original one), and concealing clothing on top of [I]that[/I], so as not to alarm people. That’s because the visceraith’s primary goal is to just live its unlife in peace: [I]“The bone spirit resides where it can lead a secluded existence, though it might hire servants or find companions. Living residents in the home of a visceraith are usually treated well, but the bone spirit is not above murder to protect its identity.”[/I] That last sentence seems like a reach, like they really wanted to give the PCs a reason to come kill it. As such, the visceraiths is a perfect moral dilemma monster. It’s a magic-using undead, not [I]too [/I]different from a lich in concept, and therefore quite likely to be seen as an abomination against the gods and nature. But it’s not harming or feeding off of anyone, not corrupting anything by its mere presence, there’s no [I]real[/I] reason to imagine that it’s going to snap one of these days, it’s generally nice to the help, and basically just wants to live its unlife as pleasantly as possible. It didn’t even perform foul rituals to become undead; it just happened because it was strong-willed in life. Do the players kill it just because? And at the same time, because it’s basically a person, albeit a creepy-looking one, you could also have it as a bad guy for completely human reasons. A note: The visceraith has the ability to snap bones magically. Since, as far as I can tell, Level Up doesn’t have rules for this, I’m using the DMG’s “Lingering Injury” table as my basis. My assumption is spells like [I]cure wounds [/I]and [I]lesser restoration [/I]don't fix broken bones--you need something like [I]regeneration [/I]or [I]greater restoration[/I] to do that. If you prefer lower-level spells to be able to fix a break, you can do that as well. Also, I picked the [I]void maw [/I]cantrip from To Save A Kingdom—it’s on A5e.tools. [ATTACH type="full"]358535[/ATTACH] [COLOR=rgb(41, 105, 176)][SIZE=6][B]Visceraith[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #271 Creature by Richard Sanders; art by Dennis Calero Visceraiths are one of the most gruesome-looking undead. They are a disembodied nervous system to which internal organs are attached, all glowing with a faint green glow. They are formed randomly when an arcane spellcaster tries to save their life through their magic, but die anyway—the caster’s desperation for life causes it to rise as an undead. [B][I]Bone-Wearers. [/I][/B]These undead are rarely found in their true form, as they lack any sort of structure and have very little physical strength. Instead, they prefer to wrap themselves around skeletons for support. They often modify these skeletons, using their innate magic to create interesting shapes for themselves, and often tools and weapons made out of bone. Their ability to control bones has a darker side to it, though. With just a gesture, they can snap a person’s bone like a twig. [B][I]Living Their Best Unlife. [/I][/B]Unlike many other intelligent undead, visceraiths have no particular negative feelings towards the living, other than perhaps a faint jealousy because they can’t take part in all the things they used to. Most visceraiths simply want to exist in peace and continue as many of the activities they used to enjoy as they can. [B][I]Stay Hidden. [/I][/B]Visceraiths are aware of how disturbing they look—many can’t even look at themselves with anything other then visceral horror. While wearing a skeleton, they can at least pretend that they chose their unlife, like a lich did, but even then it can be difficult. They typically keep themselves wrapped up well, wearing cloaks, robes, and gloves along with magical disguises so they never have to look at their glowing nerves and organs. Visceraiths hate the idea of other creatures seeing their true selves and will do anything to avoid exposure—even resorting to killing those who see their true form. [B][I]Climate/Terrain: [/I][/B]any climate; settlement [B][SIZE=5][COLOR=rgb(41, 105, 176)]Legends and Lore[/COLOR][/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Visceraiths are rare undead beings that comprise a nervous system and various organs. They wear other creature’s skeletons to give them a solid form. In life, they were wizards or other arcane casters and they have retained their spellcasting even after death. [B]DC 20.[/B] These beings mostly try to continue to live as they did before they died. They typically shun other undead, preferring the company of the living, although they will go to great lengths to keep their secret. [B][SIZE=5][COLOR=rgb(41, 105, 176)]Visceraith Encounters[/COLOR][/SIZE] Challenge Rating 5-10[/B] visceraith, visceraith with apprentice mage and grimalkin; visceraith with commoner mob; visceraith with guard squad [B][I]Treasure:[/I][/B] 300 gp, 6 carnelians (50 gp each), gold locket with a picture of the visceraith pre-death (75 gp), noble clothes and matching hat and glove (100 gp), masterwork longsword with gilded hilt, +2 [I]wand of the war mage[/I], [I]glamoured padded leather[/I] [B][SIZE=5][COLOR=rgb(41, 105, 176)]Signs[/COLOR][/SIZE][/B] 1. People speak of “that weird wizard” who goes about completely covered in a cloak and gloves. 2. People who claim that “that weird wizard” has been magically breaking people’s bones and want revenge against them. 3. A slight green glow from ahead. 4. A strangely astringent smell. [B][SIZE=5][COLOR=rgb(41, 105, 176)]Behavior[/COLOR][/SIZE][/B] 1. Doing important research; ignores intruders unless interfered with. 2. Teaching spell theory to an apprentice. 3. Offering to hire the party to engage in some shady activity; pays well. 4. Pretending to be alive and engaging in Normal Human Activities. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Visceraith[/SIZE][/COLOR] Medium undead; Challenge 7 (2,900 XP) AC[/B] 13 (14, natural armor when wearing a skeleton, 17 with [I]mage armor[/I]) [B]HP[/B] 75 (10d8+30; bloodied 37) [B]Speed[/B] 30 ft.; fly 30 ft. (when not in skeleton) [B]STR[/B] 16 (+3) [B]DEX[/B] 16 (+3) [B]CON[/B] 16 (+3) [B]INT[/B] 16 (+3) [B]WIS[/B] 12 (+1) [B]CHA[/B] 16 (+3) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 14 [B]Saving Throws[/B] Str +7, Int +7, Wis +4 [B]Skills[/B] Arcana +6 (+1d4), Deception +6, Insight +4, Perception +4, Persuasion +6 [B]Damage Resistances[/B] damage from nonmagical weapons [B]Damage Immunities[/B] cold, poison, radiant [B]Condition Immunities[/B] charmed, fatigue, paralyzed, poisoned, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] the languages it knew in life [B][I]Amorphous. [/I][/B]When the visceraith is not wearing a skeleton, it can move through an opening as narrow as 6 inches wide without squeezing. Without a skeleton, the visceraith has disadvantage on all Strength, Dexterity, and Constitution ability checks, attack rolls, and saving throws. [B][I]Don/Doff Skeleton. [/I][/B]It takes 1 minute for a visceraith to insinuate itself into a skeleton and animate it, but it can leave the skeleton as an action. [B][I]Radiant Glow. [/I][/B]Unless the visceraith is completely covered, it sheds dim light to a 5 foot radius. Additionally, melee attacks made by the visceraith inflict an additional 4 (1d8) radiant damage (included in the attack). [B][I]Spells. [/I][/B]The visceraith is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 with spell attacks). It has the following wizard spells prepared: Cantrips (At Will): [I]dancing lights, mage hand, minor illusion, prestidigitation, void maw[/I] 1st-level (4 slots): [I]charm person, disguise self, mage armor, magic missile[/I] 2nd- level (3 slots): [I]blindness/deafness, hold person, invisibility, suggestion[/I] 3rd-level (3 slots): [I]counterspell, fear, haste, lightning bolt[/I] 4th-level (2 slots): [I]dimension door, phantasmal killer[/I] 5th-level (2 slots): [I]modify memory[/I] [B][I]Turn Resistance. [/I][/B]The visceraith has advantage on saving throws against any effect that turns undead. [B][I]Undead Nature. [/I][/B]A visceraith doesn’t require air, sustenance, or sleep. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Multiattack.[/I][/B] The visceraith makes two dagger attacks. [B][I]Bone Dagger. [/I][/B][I]Melee or Ranged Weapon Attack:[/I] +6 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit: [/I]5 (1d4+3) piercing damage plus 4 (1d8) radiant damage. [B][I]Bone Control (Recharges After a Short or Long Rest).[/I][/B] The visceriath targets a creature within 60 feet of it. The target must make a DC 14 Constitution saving throw or one of its bones breaks. The creature takes 5 (1d10) force damage and one level each of fatigue and strife. On a success, the creature takes 5 (1d10) force damage but its bone isn’t broken and it doesn’t take any fatigue or strife. Until the bone is healed with time or magic, the target suffers from the following effect: • Arm: The target can no longer hold anything with two hands and can only hold a single object at a time. • Jaw: The target can’t speak or eat solid food. • Leg: The target’s speed is halved, it falls prone after using the Dash or Sprint action, and it has disadvantage on checks and saving throws made to balance or to avoid falling prone. • Rib: Whenever the target attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, the target loses its action and can’t use reactions until the start of its next turn. On a critical failure, the target takes one level of fatigue. The visceraith can also use Bone Control to shape one or more inanimate bones in a 5-foot square that are not part of a living creature, as per the [I]stone shape [/I]spell. [B][I]Horrifying Visage. [/I][/B]Each non-undead creature within 60 feet of the visceraith when it is unclothed and not inside a skeleton that can see it must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this visceraith’s Horrifying Visage for 24 hours. [B][I]Absorb Bone (Recharges after a Short or Long Rest). [/I][/B]The visceraith holds an unbroken bone to its body, where it is absorbed, and the visceraith regains 11 (2d10) hit points. [B][I]Blindness/Deafness (2nd-Level; V). [/I][/B]One creature the visceraith can see within 30 feet must make a DC 14 Constitution saving throw. On a failure, the creature is either blinded or deafened (visceraith’s choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. [B][I]Dimension Door (4th-Level; V). [/I][/B]The visceraith teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage and the spell fails. [B][I]Hold Person (2nd-Level; V, S, M; Concentration). [/I][/B]One humanoid the visceraith can see within 60 feet must make a DC 14 Wisdom saving throw or be paralyzed for 1 minute. [B][I]Invisibility (2nd-Level; V; Concentration). [/I][/B]The visceraith is invisible for 1 hour. The spell ends if the visceraith attacks, uses Bone Control, or casts a spell. [B][I]Lightning Bolt (3rd-Level; V, S, M).[/I][/B] A bolt of lightning 5 feet wide and 100 feet long arcs from the visceraith. Each creature in the area must make a DC 14 Dexterity saving throw, taking 28 (8d6) lightning damage on a failure or half as much damage on a success. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. [B][I]Magic Missile (1st-Level; V, S). [/I][/B]Three glowing arrows fly from the visceraith simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage. [B][I]Phantasmal Killer (4th-Level; V, S; Concentration). [/I][/B]One creature the visceraith can see within 120 feet must make a DC 14 Wisdom saving throw when the spell is cast and at the end of each of its turns or take 22 (4d10) psychic damage and become frightened. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A target that succeeds on its initial saving throw takes half damage. [B][I]Void Maw (Cantrip; V, S). [/I][/B][I]Ranged Spell Attack:[/I] +5 to hit, range 60 ft., one target. [I]Hit: [/I]7 (2d6) necrotic damage. If the target is an inanimate corpse or a Tiny or smaller nonmagical object, it disintegrates into nothing. If this creature is reduced to 0 hit points by this spell and fails its final death saving throw, it is disintegrated. [B][U][SIZE=5]Reactions[/SIZE][/U] [I]Counterspell (3rd-Level; S). [/I][/B]When a creature the visceraith can see within 60 feet casts a spell, the visceraith attempts to interrupted it. If the creature is casting a 2nd-level or lower spell, the spell fails. Otherwise, the visceraith must make an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or lower than half the original spell slot. If the visceraith casts [I]counterspell[/I] with a higher spell slot, the interrupted spell fails if its level is less than that of the [I]counterspell.[/I] [B][SIZE=5][COLOR=rgb(41, 105, 176)]Combat[/COLOR][/SIZE][/B] Visceraiths avoid melee combat unless desperate. They start off combat by using bone control to weaken the strongest-seeming martial combatant, then rely on spells. [B][COLOR=rgb(41, 105, 176)][SIZE=5]New Parts[/SIZE][/COLOR][/B] Visceraiths are capable of modifying the skeletons they inhabit, adding on new parts for reasons of either usefulness or aesthetics. Some potential parts are as follows: • [B][I]Beast Skull. [/I][/B]The visceraith gains either a Bite attack (+5 to hit, 1d8+3 piercing damage plus 1d8 radiant damage) or a Ram attack (+5 to hit, 1d6+3 bludgeoning damage plus 1d8 radiant damage) • [B][I]Beast Claws. [/I][/B]The visceraith gains a Claw attack (+5 to hit, 1d6+3 slashing damage plus 1d8 radiant damage). • [B][I]Beast Legs. [/I][/B]The visceraith’s speed increases to 40 ft. • [B][I]Giant Bat Wings. [/I][/B]Even though these wings are nothing but skeletal fingers, lacking wing membrane, they allow for a Fly speed of 30 feet. • [B][I]Manticore Tail. [/I][/B]The visceraith gains a Tail attack (+5 to hit, reach 10 feet, 1d8+3 piercing damage). • [B][I]Ogre’s Rib Cage. [/I][/B]The visceraith’s natural armor increases by 2. [B][SIZE=5][COLOR=rgb(41, 105, 176)]Different Shapes[/COLOR][/SIZE][/B] Although most visceraiths choose a humanoid skeleton for their body, there is nothing stopping the visceraith from taking over the skeleton of any other type of Small, Medium, or Large creature. It gains that creature’s size and speed, and if applicable, replaces its dagger attack with a physical attack appropriate to the skeleton, such as claws or a bite attack. [/QUOTE]
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