Vitreous (5e Creature)

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Vitreous[edit]

Huge aberration, lawful evil


Armor Class 20
Hit Points 250 (20d12 + 120)
Speed 40ft.


STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 22 (+6) 20 (+5) 16 (+3) 14 (+2)

Saving Throws Int +9, Wis +7, Cha +6
Skills Arcana +9, History +9, Insight +7, Nature +9, Perception +11
Damage Immunities Psychic
Condition Immunities Prone, Charmed, Frightened
Senses passive Perception 22, Truesight 240ft. Tremmorsense 20ft.
Languages Understands all languages, but can not speak.
Challenge 11 (7,200 XP)


Miserable Bog. If Vitreous did not move on its last turn, Creatures that start their turn within 20ft. of Vitreous and when a creature enters within 20ft. of Vitreous on their turn, creatures take 13(3d8) acid damage. Additionally, terrain within 20ft. of Vitreous is difficult terrain.

Master of Eyes. Vitreous has the power to summon and command Eyes of Vitreous (WIP). Vitreous can see through any Eyes of Vitreous under its control and can relay information telepathically with said Eyes of Vitreous. Eyes of Vitreous under Vitreous's control share an initiative with Vitreous and act immediately after Vitreous's turn in initiative. Vitreous can have a maximum number of Eyes of Vitreous under its control equal to four or the number of creatures it perceives as hostile to itself + 2, whichever is greater. If the number of Eyes of Vitreous it controls exceeds its maximum, it must chose a number of Eyes of Vitreous to be reduced to 0 HP to fit within its maximum number of controlled Eyes of Vitreous. When Vitreous is reduced to 0 HP, so to are all Eyes of Vitreous under Vitreous's control.

Reactive Eyes. For each eye under Vitreous's control, Vitreous gains one reaction.

ACTIONS

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage.

Summon Servants. As an action, if Vitreous is not within its lair, it may summon 1d3 Eyes of Vitreous in empty spaces with 20ft. of itself under its control up to its maximum.

Command Servants. As an action, Vitreous may issue a telepathic command to each Eye of Vitreous under its control. Each eye may move and take an action as directed by Vitreous. If an Eye of Vitreous summoned by Vitreous is not given a command, it takes the dodge action and remains in place.

Eye Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 13 (3d8) Lightning damage. The target can’t take reactions until the start of its next turn.

Superior Eye Bolt (Recharge 5-6). Vitreous casts the Lightning Bolt spell without need for spell components or magic points as an 11th level spellcaster with a Spell Save DC of 19.

REACTIONS

Sacrifice Servant. When Vitreous is hit by an attack, it may use a reaction to issue a command to an Eye Bog under its control. The Eye of Vitreous may move up to its normal movement and if it can be moved adjacent to the source of the triggering attack or within the path of the triggering attack, the Eye of Vitreous becomes the target of the attack and is considered hit by the attack.

Preemptive Measures. When Vitreous perceives a spell is being cast, it may command an Eye of Vitreous under its control to use its movement and if it moves adjacent to the spellcaster, the Eye of Vitreous may make an attack against the spellcaster. If this attack is successful, the caster must make a concentration saving throw in order to complete the casting of their spell.


Lair Actions

On initiative count 20 (losing initiative ties), Vitreous takes a lair action to cause one of the following effects; Vitreous can't use the same effect two rounds in a row:

  • Vitreous summons 2d3 Eyes of Vitreous in empty spaces with 20ft. of itself under its control up to its maximum.
  • The radius of Miserable Bog increases by 5ft. This gain is reset if Vitreous moves.
  • Each Eye of Vitreous under Vitreous's control and within its lair gains 1d8 temporary HP.

Vitreous is a terrible schemer of the Dark World and will align itself with the forces of Evil. It stews away in a terrible swamp known as Misery Mire, scheming and watching but hardly ever acting on its schemes and knowledge. Powerful Evil beings such as Gannon have entrusted Vitreous to protect important items and captives from falling into the hands of heroes. Its presence in the Light World would bring about ruin and pestilence.

Regional Effects

When Vitreous has a lair, the following regional effects persist within 3 miles of Vitreous's lair. These effects will continue after Vitreous leaves or is slain for 2d6 days.

  • All Divination spells become more cryptic in nature and have a 1 in 6 chance of producing inaccurate results.
  • Ooze monsters become more common and aggressive.
  • Standing water sources become unclean and if someone ingests the water, they become poisoned for one minute and will regurgitate the water at the end of the minute. All types of Zoras take 1d6 acid damage when in contact with this water.
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