The Cult of Nul is a quickly-expanding Underworld religion, with its appealing promise of reliable delivery from the miseries of consciousness. It has many local franchise temples throughout the Underworld, and maintains roadside Graven Images along major Underworld thoroughfares.
I am adapting B/X creatures from Operation Unfathomable! and Odious Uplands!, by Jason Sholtis.
In converting statblocks to 5e, I have relied on three tools: Open5e, Flee, Mortals!, and Forge of Foes.
Decapitante
The headless soldiery of Nul serve their entirely cynical masters with unmatched obedience and perfect selflessness.
Medium constructAC 15 HP 20 Speed 30'STR +2 DEX +1 CON +1 INT 0 WIS 0 CHA 0
Senses blindsense 30', passive Perception 10
Headless. Immune to outside mind control. Under remote control, but can be set to autonomous mayhem.
ACTIONSScimitar. +4 to hit, (1d12 + 2) slashing damage.Javelin. +4 to hit, range 60 ft., (1d12 + 2) piercing damage.
AC 15 HP 20 Speed 30'
STR +2 DEX +1 CON +1
INT 0 WIS 0 CHA 0
Senses blindsense 30', passive Perception 10
Headless. Immune to outside mind control. Under remote control, but can be set to autonomous mayhem.
ACTIONS
Scimitar. +4 to hit, (1d12 + 2) slashing damage.
Javelin. +4 to hit, range 60 ft., (1d12 + 2) piercing damage.
Nul Acolytes
Ape Mummy, Two-Headed Giant
Two-headed ape mummies became a fashionable choice of bodyguard by Nul cult officials after the discovery of a massive inverted pyramid loaded from top to bottom with ancient but carefully wrapped simian corpses.
Large corporeal undeadAC 13 HP 100 Speed 40'STR +5 DEX -1 CON +4 INT -3 WIS -1 CHA -2
Saving Throws Con +4Damage Vulnerability fireDamage Immunities poisonCondition Immunities charmed, exhaustion, poisoned
Skills Athletics +7Senses darkvision 60 ft.; passive Perception 10
Undead Resilience. At 0 hit points, they must make a CON Save DC (2 + the damage taken), unless it is fire damage or from a critical hit. On a success, this creature drops to 1 hit point instead.
ACTIONSMultiattack. 2 greatclub attacks.Greatclub. +8 to hit, reach 10 ft., (3d8 + 5) bludgeoning damage.
Two-headed ape mummies became a fashionable choice of bodyguard by Nul cult officials after the discovery of a massive inverted pyramid loaded from top to bottom with ancient but carefully wrapped simian corpses.
Large corporeal undead
AC 13 HP 100 Speed 40'
STR +5 DEX -1 CON +4
INT -3 WIS -1 CHA -2
Saving Throws Con +4
Damage Vulnerability fire
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Skills Athletics +7
Senses darkvision 60 ft.; passive Perception 10
Undead Resilience. At 0 hit points, they must make a CON Save DC (2 + the damage taken), unless it is fire damage or from a critical hit. On a success, this creature drops to 1 hit point instead.
ACTIONS
Multiattack. 2 greatclub attacks.
Greatclub. +8 to hit, reach 10 ft., (3d8 + 5) bludgeoning damage.
Mother Futility
Medium humanAC 11 HP 65 Speed 30', fly 30'STR -1 DEX +1 CON 0 INT +2 WIS +2 CHA +4
Skills Arcana +4, Deception +6, Perception +4, Stealth +5 Senses passive Perception 14
Magic Resistance. Mother Futility has advantage on saving throws against powers, spells, and other supernatural effects.
ACTIONSMultiattack. 2 Chill Touch attacks or 1 Chill Touch & Dominating Gaze
Chill Touch. +6 to hit, (2d8) necrotic damage, 120' range
Dominating Gaze. (Action, Recharge 4–6). Mother Futility chooses a target she can see (60'). CHA 14 Save or be forced to immediately make their most effective weapon attack or at-will spell or magical attack against a target chosen by Mother Futility.
Mind Rider. Mother Futility magically shrinks down to the size of a bean, becoming Tiny along with any items. While Tiny, Mother Futility has advantage on Dexterity (Stealth) checks made to hide, and can use a bonus action to jump in a 20'. Mother Futility’s goal will be to jump onto a creature's head or shoulders and climb into their ear. While Mother Futility is inside a creature’s head, Mother Futility can:- speak to the creature telepathically
- cause excruciating pain (CON 15 Save or incapacitated for 1d6 turns, new save at the end of each turn)
- prevent the creature from gaining the benefits of a long rest by plaguing them with nightmarish visions.
REACTIONAbyssal Gaze. Mother Futility can react to being hit with a melee attack by turning her eyes into miniature pits of Nul's Abyss. CON 15 Save or become stupefied (DISAD on attacks and saves, can't take reactions) until the end of the creature's next round. Creatures who can’t be supernaturally put to sleep are immune to this effect.
Medium human
AC 11 HP 65 Speed 30', fly 30'
STR -1 DEX +1 CON 0
INT +2 WIS +2 CHA +4
Skills Arcana +4, Deception +6, Perception +4, Stealth +5
Senses passive Perception 14
Magic Resistance. Mother Futility has advantage on saving throws against powers, spells, and other supernatural effects.
ACTIONS
Multiattack. 2 Chill Touch attacks or 1 Chill Touch & Dominating Gaze
Chill Touch. +6 to hit, (2d8) necrotic damage, 120' range
Dominating Gaze. (Action, Recharge 4–6). Mother Futility chooses a target she can see (60'). CHA 14 Save or be forced to immediately make their most effective weapon attack or at-will spell or magical attack against a target chosen by Mother Futility.
Mind Rider. Mother Futility magically shrinks down to the size of a bean, becoming Tiny along with any items. While Tiny, Mother Futility has advantage on Dexterity (Stealth) checks made to hide, and can use a bonus action to jump in a 20'. Mother Futility’s goal will be to jump onto a creature's head or shoulders and climb into their ear. While Mother Futility is inside a creature’s head, Mother Futility can:
- speak to the creature telepathically
- cause excruciating pain (CON 15 Save or incapacitated for 1d6 turns, new save at the end of each turn)
- prevent the creature from gaining the benefits of a long rest by plaguing them with nightmarish visions.
REACTION
Abyssal Gaze. Mother Futility can react to being hit with a melee attack by turning her eyes into miniature pits of Nul's Abyss. CON 15 Save or become stupefied (DISAD on attacks and saves, can't take reactions) until the end of the creature's next round. Creatures who can’t be supernaturally put to sleep are immune to this effect.
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