Circle of The Unspeakable
Circle of The Unspeakable
Circle of The Unspeakable
Lesser Traits
At 2nd level, when you assume your Aberration Form, you
can choose one of the following traits:
Bestial Hide. Your skin is thicker, scalier, or furrier
than normal. Your armor class equals 15. At 6th level, your
armor class equals to 17.
Inhuman Vision. Your eyes are numerously scattered
about your body, or are segmented an extremely sensitive
to movement. You gain the effects of see invisibility at all
times. Also, you gain darkvision, the ability to see in dim
light within 30 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Poison Breath. On you turn, you can
create a poison spray effect from your
mouth as an action.
Intermediate Traits
At 10th level, when you assume your Aberration Form, you
Aberration Form can choose one of the following traits:
Medium aberration, neutral evil Acid Blood. When a creature adjacent to you deals
Armor Class 13 damage to you with a melee attack, your acidic blood
Hit Points 15 + 5 * your druid level
Speed 30ft. sprays on them, dealing 2d6 acid damage.
Colossal Form. Your form is that of a strange,
STR DEX CON INT WIS CHA
primordial titan. Your size doubles in all dimensions, and
16 (+3) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)
your weight is multiplied by eight. This growth increases
Senses passive Perception 12 your size by one category—from Medium to Large, for
Languages –
example. You also have advantage on Strength checks.
All Around Vision. You add double your proficiency While you are enlarged, your melee attacks deal 1d4 extra
bonus on Perception checks involving sight in this form. damage.
ACTIONS Invisibility. You can phase in and out of the visible
Claw. Melee Weapon Attack: your spell attack bonus to spectrum, as if light is a strange afterthought this form has
hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing
never experienced before. You can cast invisibility without
damage.
using a spell slot. After using this ability, you cannot use it
again for 1d4 + 1 rounds.
Tentacles. You have long, whipping tendrils that sprout
grotesquely from your form. These tendrils automatically
attack hostile creatures adjacent to you, each of which must
make a Dexterity saving throw at the beginning of your
turn. On a failed save, the creature takes 4d6 bludgeoning
damage, or half as much on a successful one.
Greater Traits
At 14th level, when you assume your Aberration Form, you
can choose one of the following traits:
Antimagic Eye. You have a single colossal extra eye,
which you can open and close as a bonus action. While the
eye is open, it requires your concentration, you may cast no
spells, and the eye creates an area of antimagic, as per the
antimagic field spell, in a 15-foot cone. At the start of each
of your turns, you may decide which way the cone faces.
Your eye closes if you lose concentration on the effect.
Extract Brain. You can remove and consume the brain
of a helpless victim. As an action, make an attack against
one humanoid that is grappled by you. On a hit, the target
takes 6d10 piercing damage. If this damage reduces the
target to 0 hit points, you kill the target by extracting and
devouring its brain. This ability has no effect on creatures
without nervous systems, such as oozes, elementals, and
constructs.
Hideous Appearance. Your appearance is profoundly
disturbing, even moreso up close. Creatures adjacent to you
have disadvantage on melee attacks against you.
Membranous Wings. You sprout pronounced, slimy
wings and gain a fly speed equal to your movement speed.