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<blockquote data-quote="Shadowdweller00" data-source="post: 6975215" data-attributes="member: 6778479"><p><strong>Not Like the Other Doors</strong> (Urban / Wilderness / Dungeon, Day or Night)</p><p></p><p>The PCs find a mysterious door, perhaps in an abandoned building, ruin, cave, wizards tower; perhaps lurking somewhere innocuous, such as an inn hallway, mansion, or even a peasants house. The door is made of solid metal and is barred, boarded up, chained shut, and set with many locks. The exterior surface is surprisingly cold to the touch, perhaps even bearing a slight sheen of frost. Any inhabitants living around the door are hazy about what lies behind it, but warn the PCs with surprising vigor never, ever, EVER to open it. The door is a portal to a place beyond the stars where an unspeakably horrible, many-tentacled monstrosity lies imprisoned. The monstrosity is utterly alien, possesses vast but bizarre knowledge, and is constantly ravenous. If the PCs open the door, the creature immediately thrusts 1d4 tentacles through the door. Treat each tentacle as a giant constrictor snake with the following modifications: The tentacles cannot move more than 15 feet from the doorway. Tentacles are presumed to occupy any space between a victim they attack and the door. Multiple tentacles may occupy the same square, and they may pull victims within that area. Their constrict attack can be used on any PC within 15 feet from the door. If any PC is hit by a constrict attack, the tentacle pulls them adjacent to the door. Even if the PC does not change location because they are already adjacent to the door, the DM should explicitly explain that the tentacle is trying to draw them toward the doorway. Any tentacle that <strong><em>begins its turn </em></strong>with a victim restrained by the constrict ability can attempt to draw the hapless individual through the door as a bonus action. The victim is allowed a final DC: 14 strength save to resist for the round. If a victim fails that save the tentacle spends the rest of the round (taking no other actions) pulling them through the portal, where they are immediately devoured by the creature and perish. If the save succeeds, that tentacle can instead continue trying to constrict as normal. Nothing short of a Wish spell can restore any creature that has been devoured back to life.</p><p></p><p><em>Communicating with the Monstrosity</em>: The monstrosity may be communicated with if the PCs manage to avoid or fight off the tentacles. However, its speech is utterly alien and normally unpronounceable to mortals. A tongues spell or telepathy ability (such as is granted to Warlocks with Great Old One patrons) may be used to communicate. HOWEVER, the creature possesses such a horrible, alien mindset that attempting to communicate with it is extremely dangerous to the psyche. Treat any communication attempt as if casting the Contact Other Plane spell. Any attempt to read the creature's thoughts (through the Detect Thoughts spell and similar abilities) automatically fails and requires the character making the attempt to make a charisma save equal to their own spellcasting DC or become permanently insane (unable to take actions and only able to speak gibberish) until and unless a Greater Restoration spell is used to cure said insanity.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6975215, member: 6778479"] [B]Not Like the Other Doors[/B] (Urban / Wilderness / Dungeon, Day or Night) The PCs find a mysterious door, perhaps in an abandoned building, ruin, cave, wizards tower; perhaps lurking somewhere innocuous, such as an inn hallway, mansion, or even a peasants house. The door is made of solid metal and is barred, boarded up, chained shut, and set with many locks. The exterior surface is surprisingly cold to the touch, perhaps even bearing a slight sheen of frost. Any inhabitants living around the door are hazy about what lies behind it, but warn the PCs with surprising vigor never, ever, EVER to open it. The door is a portal to a place beyond the stars where an unspeakably horrible, many-tentacled monstrosity lies imprisoned. The monstrosity is utterly alien, possesses vast but bizarre knowledge, and is constantly ravenous. If the PCs open the door, the creature immediately thrusts 1d4 tentacles through the door. Treat each tentacle as a giant constrictor snake with the following modifications: The tentacles cannot move more than 15 feet from the doorway. Tentacles are presumed to occupy any space between a victim they attack and the door. Multiple tentacles may occupy the same square, and they may pull victims within that area. Their constrict attack can be used on any PC within 15 feet from the door. If any PC is hit by a constrict attack, the tentacle pulls them adjacent to the door. Even if the PC does not change location because they are already adjacent to the door, the DM should explicitly explain that the tentacle is trying to draw them toward the doorway. Any tentacle that [B][I]begins its turn [/I][/B]with a victim restrained by the constrict ability can attempt to draw the hapless individual through the door as a bonus action. The victim is allowed a final DC: 14 strength save to resist for the round. If a victim fails that save the tentacle spends the rest of the round (taking no other actions) pulling them through the portal, where they are immediately devoured by the creature and perish. If the save succeeds, that tentacle can instead continue trying to constrict as normal. Nothing short of a Wish spell can restore any creature that has been devoured back to life. [I]Communicating with the Monstrosity[/I]: The monstrosity may be communicated with if the PCs manage to avoid or fight off the tentacles. However, its speech is utterly alien and normally unpronounceable to mortals. A tongues spell or telepathy ability (such as is granted to Warlocks with Great Old One patrons) may be used to communicate. HOWEVER, the creature possesses such a horrible, alien mindset that attempting to communicate with it is extremely dangerous to the psyche. Treat any communication attempt as if casting the Contact Other Plane spell. Any attempt to read the creature's thoughts (through the Detect Thoughts spell and similar abilities) automatically fails and requires the character making the attempt to make a charisma save equal to their own spellcasting DC or become permanently insane (unable to take actions and only able to speak gibberish) until and unless a Greater Restoration spell is used to cure said insanity. [/QUOTE]
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