Atrophic One (5e Template)
From D&D Wiki
Formed from a humanoid creating a symbiotic relationship with piece of abandoned godly flesh, the Atrophic One rises as a powerful being whose only true goal has become to fully ascend to godhood, by any means necessary. These beings are often seen as the epitomizing goal of many cults dedicated to the Far Realm or of evil godless cults that seek the power of the gods for themselves. These creatures are, typically, monstrous aberrations that would destroy worlds to accomplish their goal and have become incapable of understanding any concept irrelavent to the attainment of true godhood. However, there are some good-aligned Atrophic Ones created as an attempt to make the universe a better place. there are even neutral-aligned Atrophic Ones, which are usually created by accident.
All atrophic ones appear similar to their old selves but cracked apart, almost metallic, and glowing with Godly Energies.
Evil aligned Atrophic Ones appear darkened, almost as if made of magma, and produce a red or black glow from between their cracks.
Good aligned Atrophic Ones appear brighter, almost as if made of silver, and produce a blue or white glow from between their cracks.
Neutral aligned Atrophic Ones are often either gold (lawful neutral) a dull grey (true neutral) or emerald green (chaotic neutral), and typically glow a deep purple/indigo or neon green color. they often sport tentacles, pincers, and other anomalous appendages.
Ritualistically devour or otherwise attune to a piece of abandoned Godly Flesh.
Abilities. Str +2, Dex +2, Con+2, Int+2, Wis +2, Cha +2
Damage Immunities. Necrotic (If Evil/neutral) or Radiant (If Good), Cold, Fire, Poison.
Damage Resistances. Acid, Lightning, Thunder, Piercing, Slashing, Bludgeoning from nonmagical weapons that aren't silvered.
Condition Immunities. Poison, Sleep, Stunning, Paralysis, Disease, Death Effects, Polymorphing, Petrification, Energy Drain, Ability Drain, Ability Damage, Charmed, Exhaustion, Frightened,
Languages Knowledge of all Languages, Telepathy in each up to 1,000 ft.
Skills Deception +15, Religon +15, Persuasion +18, Stealth -8, Intimidate +20, Arcana +20, History +20, Investigation +15, Perception +15, Insight +18, Survival +20, Medicine +15
General. The modified creature retains the base creature’s traits, except for ones that involve of living functions such as eating or sleeping.
Infertile The modified creature is now incapable of breeding, at least until its godhood is achieved, and any skills, traits, or abilities involving such are nullified.
Extra Attack The modified creature can now do at least two attacks per turn, if already capable of such or possessed of a better version, it instead gains another attack per turn.
Pain of Alignment The modified creature's base abilities all go up a damage dice. (If 1d4 are now 1d6, except for d12s which are instead doubled) and do an additional dice lower of Necrotic (if good) or Radiant(if evil) damage with each successful strike.
Permanent Crits Any Critical Strike landed by an Atrophic One does 1d4 permanent Constitution Damage to the target struck.
The Atrophic One 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. The Atrophic One regains spent legendary actions at the start of its turn.
Drain Power (Recharge 5-6): Shoots a ray at an opponent that if successful does 1d6 permanent stat damage and lowers their level by 1. (Cha-Based Save, dc 20) If saved against does 1d4 permanent stat damage to all stats. The Atrophic One gains the absorbed stat damage back as temporary hit points, and one per week, it may gain the drained level.
Aligned Bolt: Shoots a witch-bolt at level three that does all its damage as either necrotic (for evil/neutral) or radiant (for good).