Tuesday Terror: Ch’ik’ich’ik’i
This week’s Tuesday Terror is brought to us from the mind of the talented Mike Franchina. You check his online portfolio by clicking here. The monster statted below is based on a piece evocatively titled “Monk of the Church of the Metamorphosis” (click here, please).
Portals ought to be opened. Doorways ought to be walked through. Every path leads somewhere, and every destination necessitates innumerable experiences. Each experience changes me, and — oh! — I so long to change. Nothing is now as it was, and I am ever new. This form you see? This form from which you recoil? It serves me now as the means to further transcendence. (Canons of Chaos, Book II, Verses XXX through XXVIII)
Ch’ik’ich’ik’i
Large aberration, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 119 (14d10+42)
Speed 25 ft., fly 45 ft.
STR 21 (+5), DEX 14 (+2), CON 17 (+3), INT 12 (+1), WIS 19 (+4), CHA 14 (+2)
Saving Throws CON +6, WIS +7
Skills Perception +7, Persuasion +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages any three languages
Challenge 5 (1,800 XP)
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the ch’ik’ich’ik’i and can see the ch’ik’ich’ik’i’s true form must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the ch’ik’ich’ik’i is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ch’ik’ich’ik’i’s Horrific Appearance for the next 24 hours.
Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the ch’ik’ich’ik’i.
Spellcasting. The ch’ik’ich’ik’i is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ch’ik’ich’ik’i has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt, shield of faith
2nd level (3 slots): aid, enhance ability, hold person
3rd level (3 slots): dispel magic, protection from energy, spirit guardians
Spider Climb. The ch’ik’ich’ik’i can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Venomous Infusion. As a bonus action, the ch’ik’ich’ik’i can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) poison damage to a target on a hit. This benefit lasts until the end of the turn. If the priest ch’ik’ich’ik’i a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Actions
Appendages. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the ch’ik’ich’ik’i can’t use its appendages against another target.
Digestive Tendrils. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that is grappled by the ch’ik’ich’ik’i, incapacitated, or restrained. Hit: 12 (2d6+5) piercing damage plus 18 (4d8) acid damage.
Touch of Chaos (3/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target has disadvantage on attack rolls and saving throws for 1 minute. At the end of each of its turns, the target can make a DC 15 Wisdom saving throw, ending the effect with a successful save.