sábado, 13 de junho de 2020

A Cor do Espaço

Autor: Ludvik Skopalik (ludvikskp.blogspot.fr)


A Cor do Espaço é uma entidade imaterial, feita de uma luz etérea de cor incompreensível. Para sobreviver e se reproduzir, ela drena energia vital dos arredores, lentamente criando uma área onde tudo, minerais, plantas, animais, se tornam cinzas e quebradiços. Além disso, as plantas e animais sofrem deformações inquietantes no corpo e na mente. Pessoas afetadas ficam cansadas o tempo todo.

Quando está satisfeita, a Cor cria um meteoro para transportar os seus “ovos”, que são glóbulos multicoloridos. Chegando em outro lugar do mundo ou até outro planeta, os mesmas se dissolvem e infectam uma nova região. A Cor não é vulnerável à luz do sol, mas parece competir com ela de certa forma, preferindo a noite, ambientes subterrâneos e o seu próprio brilho bizarro.

No cenário Atma, a origem da Cor é um mistério. O próprio deus do conhecimento, Devinci, diz não saber de onde a Cor veio, ou se ela tem um objetivo além da reprodução. A simples razão de que os mi-go também são criaturas de natureza alienígena já fez alguns estudiosos teorizarem que existe uma ligação entre os mi-go e a Cor, mas tratam-se apenas de especulações.


Colour Out of Space

Large aberration, neutral evil


Armor Class 17 (natural armour)
Hit Points 114 (12d10+48)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 13
Challenge 10 (5,900 XP)


  • Alien Aura. The colour out of space emits an alien bright radiation. At the start of its turn, every creature within 10 feet of the colour takes 5 (1d8) necrotic damage plus 5 (1d8) radiant damage plus 5 (1d8) psychic damage. 
  • Dust to Dust. Any creature killed by the colour will become a fine grey dust.
  • Incorporeal Movement. The colour can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Variable Illumination. The colour sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The colour can alter the radius as a bonus action.

ACTIONS

  1. Alien Beam. Ranged Spell Attack: +7 to hit, reach 90 ft., one target. Hit: 9 (2d8) necrotic damage plus 9 (2d8) radiant damage plus 9 (2d8) psychic damage.

LEGENDARY ACTIONS

The colour 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 colour regains spent legendary actions at the start of its turn.

  1. Move. The colour moves up to its speed without provoking opportunity attacks.
  2. Alien Beam (Costs 2 Actions). The colour makes one alien beam attack.
  3. Life Leech (Costs 3 Actions). The colour drains the life force from all creatures in a 60-foot radius around it. All creatures in the area must succeed on a DC 16 Constitution saving throw or take 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the colour regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A Colour's Lair

A colour prefers dark areas, like abandoned wells and deep caves.

Lair Actions

On initiative count 20 (losing initiative ties), the colour takes a lair action to cause one of the following magical effects. It can't use the same action two turns in a row:

  • It emits a blinding multicolored light. All creatures within 30 feet of the colour must succeed a DC 16 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The colour saps the body and mind of everything nearby. All creatures within 30 feet of the colour must succeed on a DC 16 Constitution saving throw or they will get one level of exhaustion.

Regional Effects

The region around the colour's lair becomes blighted by its presence, creating the following effects:

  • Animals and plants become tasteless and inedible, not providing any nutrients.
  • Local water sources are tainted and have a foul taste.
  • Plants become slightly luminous in the dark and sometimes, they move even without winds.
  • Every month, all creatures and plants within 1 kilometer of the lair acquire one exhaustion level.
  • Creatures within 1 kilometer of the lair might go mad, some also becoming agressive. Consider using the Madness optional rule.
If the colour is destroyed, these effects end after 3d6 weeks.

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