Vermignar (Corebound Awakening Supplement)
Vermignar[edit]
Medium mana beast, unaligned Armor Class 17 (natural armor)
Proficiency Bonus +4 SHP = 94 MP (Mana Points) = 60 Mana Core: Sentient Void Wind Aspect. The Vermignar feeds on ambient and internal mana, manifesting anti-magic fields 10 ft. Void Sense. The Vermignar is blind but can sense all magical auras, mana cores, and MP sources within 120 ft, even through terrain. It has blindsight 120 ft and is immune to illusion-based effects. Pack Lurker. While within 30 ft of another Vermignar, it gains +2 AC and can use Pack Tactics. Manavore. When the Vermignar damages a creature with an ability that drains mana, it gains 5 temporary HP and restores 5 MP. Minor Spellcasting. Can cast spells up to 4 difficulty. ActionsVoid Maw. Melee Weapon Attack: +7 to hit, reach 5 ft Hit: 18 (3d8 + 4) necrotic damage, and the target loses 1d4 MP If the target has no MP, it takes extra 2d6 psychic damage from core disruption. Sink Pulse (Recharge 5–6). The Vermignar releases a pulse of nullified mana. All creatures within 20 ft must succeed on a DC 18 Wisdom saving throw or: Lose concentration, be unable to cast spells for 1 round, and reveal their mana signature, removing any concealment. Burrow Ambush. If the Vermignar attacks while emerging from underground, it gains advantage on attack rolls, and the target has disadvantage on its first saving throw vs effects that round. Battlefield Action: Null SurgeTell (End of Turn): The sand vibrates and glows with purple sigils as the Vermignar’s maw opens, absorbing ambient magic. Trigger (Start of Next Turn): In a 50 ft radius around it, the battlefield becomes a Null Zone for 4 rounds: All spells cost 2X MP to cast. Creatures who attempt to cast a spell must succeed on a DC 18 Constitution saving throw or the spell fizzles. Mana regeneration is halted. Counter Options: Interrupt: A creature with Void Wind affinity can succeed a DC 20 Arcana check to discharge the build-up by targeting the Vermignar with a spell that disrupts magical buildup. Mitigate: Stay outside the Null Zone. Control: If the Vermignar is incapacitated before its turn, the Zone fizzles out harmlessly.
Sentient Core: 20% for the core to have the beast's will in it.
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