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Drop of Shimanai in Dungeons & Dragons 5e

Drop of Shimanai

Tiny elemental, unaligned
Armor Class 18
Hit Points 1d4
Speed 10ft Burrow: 10ft Swim: 15ft Climb: 5ft

STR
6 -2
DEX
20 +5
CON
6 -2
INT
3 -4
WIS
18 +4
CHA
3 -4

Saving Throws Dex. +6. Wis +5.
Damage Resistances Psychic, Fire
Damage Immunities Mundane Weapons
Senses Tremorsense 20ft. Can detect any warmblooded creature within 30ft.
Challenge 1/4

The Drop can cast a variety of spells based on how many Drops have infiltrated the host. The Drops may only cast with their host as the target, and only once a day. The save DC for these spells is 13, but increases by 1 per Drop in the host.

At will: 1 Drop: Rary's Telepathic Bond. This spell is only one way, connecting the host with the High Priestess Adrienne. While the Drop is inside the host, this spell is permanent.

1/day: 1 Drop: Friends (after the spell ends, the host notices the abnormality, but not the magic)
2 Drops: Bane, Command, Dissonant Whispers, Sleep
3 Drops: Calm Emotions, Suggestion, Zone of Truth
4 Drops: Enemies Abound
5 Drops: Charm Monster, Confusion
6 Drops: Dominate Person, Geas, Modify Memory
7 Drops: Otto's Irresistible Dance.
8 Drops: Power Word Pain (this destroys 3 of the Drops)
9 Drops: Feeblemind, Power Word Stun (this destroys 2 of the Drops)
10 Drops: Power Word Kill (this kills all drops in the host), Psychic Scream (this spell affects all creatures around the host in the normal area of the spell, including the host.)


Bloodform: The Drop has advantage on all Stealth checks and can take the Hide action as a bonus action on its turn when on a battlefield with more than three other combatants. Additionally, if a creature has advantage on Perception rolls that rely on smell, the Drop has disadvantage on Stealth checks instead. The Drop may enter another creatures space as an action by spending 5 ft of climb speed. This requires a Stealth check to go unnoticed.


Actions

Pierce: Melee Touch Attack: +6 to hit, one target. Hit: 1 piercing damage and an additional 1d4 poison damage to a Small creature. An affected medium size creature must make a DC 15 medicine check as a reaction. On a success, they notice the Drop. Otherwise, the target has disadvantage on saves against the Drop. Vascular Infiltration: The Drop forces a target to make a Con save against the Drop as it begins to infiltrate and corrupt the target's bloodstream as an action. The DC is 15, +1 per Drop already infiltrated in the host. On a success, the host resists the Drop, which is pushed out of the target's space. On a failure, the Drop infiltrates the host and becomes unidentifiable from normal blood.


 

Minuscule drops of gelled blood in a crimson crystalline exoskeleton.


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