Moon Vessel
In the twisted lore of lycanthropy, the Moon Vessel emerges as a haunting climax, a chilling testament to the moon's profound power. Few live to witness this phenomenon and fewer still speak of it, for it is not only a symbol of a lycanthrope’s final transformation but also of an otherworldly union that transcends the realm of nightmares.
A Moon Vessel is no longer the snarling werewolf of legend but has become something far more eerie. Their body swells, not with the force of bestial fury, but with the incubating essence of an eldritch entity sired by the very moon itself. The Vessel’s skin takes on a pallid, luminous glow, eerily reminiscent of moonlight, and their eyes are replaced by dark, endless voids which seem to capture the vastness of the cosmos. Veins of silver sprawl across their form, pulsating with an otherworldly energy. Soft, maddening whispers can be heard in their presence, speaking of secrets not meant for mortal ears.
To encounter a Moon Vessel is to bear witness to a profound event, a rare cosmological confluence where the barrier between our world and the mysteries of the universe thin to a gossamer veil. It is said that when the eldritch child is ready to be birthed, the Moon Vessel ascends to the night sky, drawn by an unseen force, leaving behind a world that will never truly understand the profundity of what it has lost or gained.
Tier 6
The Moon Vessel
Enormous, Aberration/ Monstrosity
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 0 HP 612 Posture 312
- Passive Insight/ Perception 22
- Senses Blind Senses
- Language Far Speech
Movement
Base/ Climb/ Fly (Hover) 60 Swim 30 Dash 60 Stats + Skills
STR +12 DEX +12 INT -2 WIS +12 CHA -3
- LU -1: Luck Points: 0; Critical Fail: 1
Villain Action
Otherworldly Howl When you roll for Initiative, you make an otherworldly howl. All creatures within 300 feet of you must make an Endurance Save (DC 18) or take 5d8 sonic damage on a fail, or half as much on a success. Any creature that takes this sonic damage must also succeed on an Insight Save (DC 18) or become Scared of you for 2 turns.
Villain Save: If you fail a Save, you can succeed it instead. However, the curse weakens making you recover a bit of your consciousness, leaving you Confused. You cannot use this Villain Save again while Confused.
Second Phase Once you reach 0 HP, instead of dying, you become the The Moon Child.
Abilities
- Maddening Aura At the start of your turn, all creatures within 60 feet of you must succeed on an Insight Save (DC 20) or take 2d10 psychic damage and become Confused.
- Monstrosity Regeneration You regain 2d6 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
Actions (3)
- Share Madness Choose 1 creature within 30 feet of you. It must succeed on am Insight Save (DC 20), or it obeys all your commands for 1 turn, as if by the effects of the Control Creature spell. A Confused creature automatically fails this Save.
- You cannot use this Action while Confused.
- Triumph: This Action has a limit of once per round.
- Tentacle Bite Hit +11, Dmg 2d10 thrust + 2d10 force
- Armor Piercer: You ignore 2 AP
- Brain Eat: If you deal damage to HP, the target takes 2d10 brain damage and starts Bleeding (1d10)
- Tentacle Strike Hit +11, Dmg 2d10 strike + 2d10 force
- Grapple: On a hit, the target becomes Grappled by you. You can Grapple 1 Medium or smaller target at once.
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and you deal double Posture damage.
- Long Reach: The reach of this Attack is 20 feet.
Reaction
- Bright Look Before a creature Attacks you, you can use your Reaction to throw light on its face. That creature must then succeed on a Reflex Save (DC 20), or become completely Blinded for 1 turn.
The Moon Child
Small, Aberration/ Godly
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 5 AP 0 HP 1 Posture 16
- Passive Insight/ Perception 25
- Senses Blind Senses, True Vision
- Language Far Speech
Movement
Base/ Climb/ Fly (Hover) 15 Swim 5 Dash 10 Stats + Skills
STR -3 DEX -5 INT -2 WIS +15 CHA -3
- LU +10: Luck Points: 10; Critical Fail: 1
Villain Action
- Villain Luck Before someone within 300 feet of you makes an Attack, Check or Save, you can spend 1 Luck Point to give disadvantage on that roll.
- Villain Save When you fail a Save, you can use 2 Luck Points and succeed on it instead.
Abilities
Moonlight Curse You illuminate an area within 30 miles around you with a faint, spectral moonlight. All creatures in this moonlight become Cursed.
While Cursed this way, a creature becomes unable to harm you in any way possible. If a creature tries to stab you for example, it would repeatedly miss that Attack. Even if the creature makes a mistake by accident and lets you fall from a high place for example, a surge of good luck would save you making you land safely.
In addition, a creature that starts its turn in this moonlight must succeed on an Insight Save (DC 23), or become Enchanted by you. While Enchanted this way, the creature becomes Stunned, as it admires your beauty.
The Curse immediately ends if the creature is no longer exposed to the moonlight. A creature can take Full Cover in the opposite direction of this light in order to hide from the moonlight.
Actions (1)
- Bestow Lycanthrope Curse Choose any creature Cursed by you. That creature must succeed on a Religion Save (DC 23), or gain the Lycanthrope Cursed Feat. Any creature with the Lycanthrope feat immediately has its Curse triggered by the moonlight.
Reaction
- Cast Spell You can cast the following spells:
- At Will: Holy Mantle