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Sylvian, Traces of

Gargantuan Aberration, Neutral


Armor Class
19 (Natural Armor)
Hit Points
313 (19d20+114)
Speed
0ft., 80 ft. Fly (hover)

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 23 (+6) 29 (+9) 25 (+7) 27 (+8)

Saves
Dex +7, Con +13, Wis+ 14, Cha +15
Skills
Perception +14
Damage resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Necrotic*, Radiant,
Condition Immunities
Blindness, Frightened, Incapacitated, Exhaustion, Unconcious
Senses
truesight 120 ft., darkvision 120 ft., passive Perception 24
Languages
all, telepathy 120 ft.
Challenge
26 (90,000 XP)

Legendary Resistance (3/day). If Sylvian fails a saving throw, she can choose to succeed instead.

Magic Resistance. Sylvian has advantage on saving throws against spells and other magical effects,

Magic Weapons. Sylvian’s weapon attacks are magical.

Font of Life. If sylvian is under an effect that would stop her from regaining hit points (ex: chill touch) she instead regains half as many hit points

Lover of Humanity. When Sylvian is forced by a humanoid to make a saving throw against an ability that would charm her, she has disadvantage on the save.

Innate Spellcasting. Sylvian’s spellcasting ability is Charisma (+ 15, spell save DC 23). Sylvian can innately cast the following spells, requiring no material components:

  • At will: calm emotions, pheremones, aura of life*, lesser restoration, mass healing word, ressurection, regenerate
  • 3/Day each: heal
  • 1/day each: mass heal

Actions

Multiattack. Sylvian gives birth and then makes two grasping feeler attacks, and two lashing tendril attacks.

Grasping Feeler. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 25 (3d12 + 6) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and Sylvian can’t use her grasping feeler on another target. Sylvian has two Grasping Feelers, each of which can grapple only one target each.

Lashing Tendril. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 19 (3d8 + 6) bludgeoning damage

Give Birth. Sylvian ejects a tumor from her spine into an unnocuppied space within 60 ft. of herself, which immediately growns into a facscimilie any CR 3 or lower humanoid of Sylvians choice. This humanoids weapons and armor are comprised of ultra hard organic materials, and takes it’s turn immediately after hers. It uses Sylvian’s spell attack bonus (+15) in place of any attack bonuses it has, and uses her spell save DC (DC 23) in place of any of its DCs

Legendary Actions (3 actions)

Color from the Unknown (2 actions) (Recharge: 5-6). Sylvian radiates a never before seen color within 60 ft. of herself. Each creature within this area that can see the light must make a DC 23 Wisdom saving throw. On a failed save the creature takes 14 (4d6) radiant + 14 (4d6) psychic damage, and suffer a short term madness until the end of Sylvian’s turn. On a successful save the creature takes half as much damage and doesn’t suffer a madness.

Unless surprised, a creature can avert its eyes to avoid the saving throw. If the creature does so, it can’t see Sylvian until the end of Sylvian’s next turn. If the creature looks at Sylvian in the meantime, it must immediately make the save.

Cast Spell (2 actions) Sylvian casts a spell.

Charm. Sylvian targets one humanoid she can see within 120 feet of her. If the target can see Sylvian, the target must succeed on a DC 23 Wisdom saving throw against this magic or be charmed by Sylvian. The charmed target regards Sylvian as a trusted friend to be heeded and protected. Although the target isn’t under her control, it takes her requests or actions in the most favorable way it can, and attempts to stop it’s allies from harming her without harming them. Slyvian can only have one creature charmed in this way at a time.

Each time Sylvian or her children do anything harmful to the target, it can repeat the saving throw with advantage, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Sylvian is defeated, is on a different plane of existence than the target, or takes a bonus action to end the effect.

 

 

Pheremones

2nd-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
M, V, S (the stamen or pistil of a flower)
Duration:
concentration, up to 1 minute

You spray pollen on a willing creature within range. Until the spell ends, any creature within 15 ft. of the pollinated creature who targets any creature besides the pollinated creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must target the pollinated creature or lose the attack or spell.

A creature immune to being charmed automatically succeds on this save

Short-Term Madness
d100 Effect
01–20 The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
21–30 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40 The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60 The character must use his or her action each round to Attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is Stunned.
91–100 The character falls Unconscious.

The Marriage Ritual

Two (Or more) willing creatures can engage in a hallowed ritual of love passed down from sylvian herself, granted to humanity so they could they could share with each other a fraction of the love sylvian feels for them.

Upon the succesful completion of the ritual the participants no longer have to fear for separation from their loved one(s), forever joined in a marriage of flesh.

In order to perform the ritual both creatures must be humanoids, have nothing equipped, un-attune from all magic items, and agree on who will control the resulting body. The absorbed creature is refered to as “The Partner”

Upon completing the ritual, the partner is absorbed into the other’s body. The resulting body is called a “Marriage” and its appearance is of both participants clumsily smashed together into one being, with some deformities (such as an arm being longer than the other, or black bulging veins).

The creature in control of the marriage gains the following benefits

  • Any ability scores lower than their partner’s become equal to their partner’s

  • Their strength increases by 2, to a maximum of 20.

  • If their partner has a larger hit die, the creature’s hit die become the same size, though they do not gain additional hit die from this.

  • All conditions are removed, all body parts are immediately regrown, and the creatire regains all hit points and expensed hit dice.

If a Marriage performs the rirual again it becomes an “Abominable Marriage” and gains all the same benefits of the above ritual, but with the following additional benefits and detriments.

  • The creature’s type changes to monstrosity.

  • Their Strength increases by 2, up to a maximum of 22.

  • The creature can wield weapons with the 2-handed property in one hand, and its attacks with strength based weapons deal an additional die of damage.

  • The creature grows a second head behind its shoulder blades and gains advantage on Wisdom (perception) checks, as well as saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

  • The creature cannot wear armor unless the armor is specially crafted for it. Armor made for an Abominable marriage costs four times as much, and weighs twice as much. The marriage can still use shields.

Conflict in your marriage

After being absorbed, your partners remain in you mind as separate conciousnesses independant of you. They maintain their personality and alignment, percieve everything you percieve, and can communicate telepathically with you at any time.

If you act in a manner opposed to your partner’s alignment or purpose, conflict can arise. When such a conflict occurs, your partner may attempt to take control of your body, you must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, you are charmed by your partner for 1d12 hours. While charmed you must try to follow your partners’s desiress. If you take damage, you can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control the body succeeds or fails, the partner can’t use attempt to take control again until the next dawn.

If you are an abominable marriage and both of your partners attempt to take control at the same time, you suffer a -5 penalty to the charisma saving throws to remain and regain control.

 

 

Piety

EARNING AND LOSING PIETY

Dedication. In order to gain piety you must first know of a god’s existence, and dedicate yourself to them while praying in a ritual circle, or site holy to them. You may only dedicate yourself to two gods. If you wish to dedicate yourself to a third god, you must denounce one you have dedicated yourself to. Upon denouncing your god, you lose all your piety with them, and all features it granted you.

Gaining Piety

  • Praying to Sylvian in a ritual circle, or a site holy to her (Once per circle or site)
  • Performing a Wholesome act of love for those most important to you. (such as giving a thoughtful, heartfelt gift)
  • Getting married or officiating a wedding
  • Succesfully helping true love bloom between two or more people
  • Saving children
  • Engraving the symbol of The Sylvian upon your face (+3)

“Lost” Methods of gaining piety

  • Having sex (can only gain piety this way once per week.)
  • Engaging in “self-love” in a ritual circle or site holy to Sylvian (+3, once per circle or site)
  • Participation in the bunnymask ritual (+3)
  • Becoming a parent with a willing partner (+3)
  • Performing the marriage ritual (+5)

Losing Piety

  • Interrupting any procreation
  • Destroying a relationship
  • Deciding to be Childfree (-5)
  • Convincing someone not to have kids (-5)
  • Destruction of a soul (-50) (trapping a soul is fine)

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Slyvian’s devotee

Requirements: level 1, Piety +3

You can cast cure wounds with this trait, requiring no material components. When cast using this trait, the spells range increases to 30 ft. Once you cast the spell in this way, you can not do so again until you complete a short rest.

Choose one spellcasting modifier: Constitution, Intelligence, Wisdom, Charisma. This is your spellcasting modifier for this spell, and any future spells granted by gaining more piety with sylvian

Slyvian’s votary

Requirements: level 5, Piety +10

Sylvian grants you the knowledge necessary to perform the marriage ritual, and its repercussions.

Additionally, you can cast Pheremones with this trait, requiring no material components. Once you cast the spell in this way, you can not do so again until you finish a long rest.

Slyvian’s disciple

Requirements: level 11, Piety +25

You can cast mass cure wounds with this trait, requiring no material components. Once you cast the spell in this way, you can not do so again until you finish a long rest.

Champion of Love

Requirements: level 15, Piety +50

Sylvian loves you dearly and protects you from harm. choose one of the following boons.

Magic Resistance. You have advantage on saving throws against spells and other magical effects

Spell Resistance. You have resistance to damage from spells and other magical effects

IMPORTANT!

The reasons the “Lost” methods are “Lost” is pretty simple. Not every table is comfortable with sexual content. These methods are included for the sake of accuracy, please only use them if your players have made it clear they are ok with such things in Session Zero.

Optional Rule: Repurposed Armor

If your player has formed an abominable marriage in an area that will prohibit them from acquiring armor for an extended period of time, you may wish for them to have something to wear until they can reach a smith.

Under this rule, a player may repurpose and wear their old ill fitting armor in a crude fashion, gaining a meagre benefit. Magic armor still provides its benefits while being repurpose

  • If the armor is light it acts as padded armor.
  • If the armor is medium, it acts as hide armor
  • If the armor is heavy, it acts as ringmail.