Chocolich: Fallout Variant (5e Creature)
From D&D Wiki
Glowing Chocolich: Feral Ghoul Lord[edit]
Medium humanoid (ghoul, mutant), lawful evil Armor Class 18 All (Glowing coat)
Saving Throws Con +12, Int +19, Wis +19, Cha +19 Legendary Resistance (3/Day) If the glowing chocolich fails a saving throw, it can choose to succeed instead. Rejuvenation If it has a phylactery, a destroyed glowing chocolich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body and chem gun appear within 5 feet of the phylactery. When the chocolich is destroyed, the chem gun is destroyed as well. Chem Gun The glowing chocolich is an 18th-level spellcaster (gunshooter). Its spellcasting ability is Dexterity (gun save DC 21, +14 to hit with gun attacks). The glowing chocolich does not use conventional means of spell slots, nor does it use conventional spells, or even damage types. Rather, it has a simple set of spells it can regenerate use of every turn by recharging, and use by shooting it’s chem gun. They are not leveled. The glowing chocolich uses damage types from the 5e Fallout campaign setting. (Note: Poison and Burning Energy damage shown here is after the damage is multiplied) Chem gun differences The chocolich can maintain concentration for multiple spells at once, and cannot have its concentration interrupted by taking damage, due to its chem gun. Irradiated At the start of each of the chocolich’s turns, all creatures within 5 feet of it take 3 (1d6) rads.
Evocation
Evocation
Transmutation
Evocation Spells
Evocation
Casting time: 1 action
Transmutation
Conjuration
Transmutation
Transmutation
Evocation Turn Resistance. The chocolich has advantage on saving throws against any effect that turns undead. ACTIONSInexhaustible. The chocolich takes a big sigh, thinking about all the work he has cut out for him to discipline the naughty children of the world. After this contemplation, he regains all uses of his spells for the turn without needing to roll for recharge. REACTIONSSarcasm. When attacked, the chocolich employs his witty tongue and throws a comment at his attacker. The attacker must succeed a DC 20 Intelligence saving throw or be stunned by their own stupidity until the beginning of their next turn. LEGENDARY ACTIONSThe Chocolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chocolich regains spent legendary actions at the start of its turn. Flute. The chocolich calls up to 5 oompa loompas to his aid. They use the stat block of a Feral Ghoul (5e Fallout Supplement)). |
.
Frightening Needle (Costs 2 Actions). The chocolich shoots one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the chocolich's Frightening Needle for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-ghoul creature within 20 feet of the chocolich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) Poison Energy damage on a failed save, or half as much damage on a successful one. This deals damage even if the target is a Construct or wearing Power Armor.
The glowing chocolich (usually called the chocolich or the Feral Ghoul Lord) is a vindictive and powerful firearms expert and ghoul lord, bent on making the lives of the rare naughty child wastelander miserable. His rule of ghouls is akin to The Master’s rule of super mutants, and the two are often at odds. He is known to own a nightmare factory of sweets, as close as one can get to sweets in the wasteland, where children are lured in and usually eaten or killed by his horrific concoctions of monstrous confections and ghoulish servants known as oompa-loompas. He was rumoredly once a kind man until he came to hate children after a few of them raided his factory during a wasteland expedition shortly after the bombs dropped. This grudge lived with him as he passed into lichdom and to this day he remains a cautionary tale for the kids who would not behave and head into the wastes. His particular love of pre-War sweets and the fact that he was heavily irradiated in life led to a peculiar lichdom, as he does not use any of the conventional spells or equipment, making him unpredictable. He is supposedly courteous to children who have been good, but he still puts them through the wringer, or the gun, often. Those who pass his trials are sometimes given a reward (usually a type of gun, like a laser rifle) based on their conduct in life. If they were just and true, they are free to go. Otherwise, doom awaits. As for what kind of trials and doom, no one knows for sure, although legend has it that he enjoys riddles and acting quite childish himself, like a certain famous candy maker. Unlike liches which show the test of time on themselves, the chocolich is a dapper dressed, skeletal gentleman in purple. His sunken eyes reflect what are said to lights of lost innocence from the children he has killed.
Secret of Ghoulification. The chocolich supposedly made a contract with Lorenzo Cabot, performing gruesome rituals of child sacrifice to procure an eternity for himself where he might spend his days torturing naughty children.
Like a regular lich, he has a phylactery, which is said to be his dashing top hat, with the arcane binding sigils inscribed inside.
Children Sacrifices. The chocolich periodically feeds the souls of children to his phylactery to sustain the magic preserving its body and consciousness. He does this using his chem gun rcombined with his other material resources to trap unsuspecting naughty children. After a target is rendered incapable of moving, the oompa-loompas take the target away into a part of his factory where their body and soul are stuffed into the phylactery. The chocolich must have his phylactery in the factory with him in the same plane for this to work. His phylactery can hold up to five creatures at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any and all creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.
Death and Restoration. The chocolich, unlike other liches that may be fearful for their destruction, dances with the possibility, as his phylactery is in plain sight. When his physical body is broken, he is often reported seen laughing as his hat is left behind. His phylactery is said to be capable of being inherited, turning its next wearer into the next chocolich. However, that hasn't happened yet, as no one's been able to both destroy his body and his phylactery.
BoS Hatred The chocolich is known to really hate the Brotherhood of Steel. He will prioritize disposing of them before anything else, unless other factions prove to be a problem. The reason behind this is unknown, but rumour has it that a BoS squadron launched a massive attack in order to get technology on their hands.
Lonely Existence. The former candy maker is said to sometimes muse of his loneliness and despair seeing otherwise nice children behave badly, although not at all for children born into the BoS, or super mutant children. That is why he keeps his factory open, he says. Some say he still uses his living name, though few call him by it.
Undead Nature. The chocolich doesn't require air, food, drink, or sleep.
The Chocolich Factory[edit]
The chocolich retains ownership of the chocolate and candy factory he owned whilst alive. It now serves as his base of operations. What once was a place of joy and music for child entertainment is now filled with dread and necrotic energies, lots of guns, and battle plans.
The machinery and whimsy used to make revolutionary desserts now serve sinister purposes ranging from torture devices to outright killing machines, like chocolate assaultrons, candy securitrions, and once, even a taffy Liberty Prime. The former is used against hostages, and the latter are often used for anti-BoS raids. His loyal undead/robot oompa-loompas lurk behind the walls and around the corners, ready to snatch children or BoS members away. His fortress is well guarded in particular against meddling non-BoS adults.
If the chocolich is encountered in his own factory, his challenge rating is the same but he grants 300,000 XP upon defeat instead.
The lair becomes a decrepit looking ruin devoid of creatures once the chocolich leaves its innards or once the chocolich is no longer on the same plane of existence.
Lair Actions[edit]
On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the chocolich can't use the same effect two rounds in a row:
- The chocolich's movement speed increases to 80 feet for the next minute. During that time, it can't use other lair actions or spells.
- The chocolich shoots one creature it can see within 30 feet of it making a ranged weapon attack, using the chocolich’s spell attack bonus. On a hit, a crackling cord of negative energy tethers the chocolich to the target. Whenever the chocolich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the chocolich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the chocolich or the target is no longer in the chocolich's lair.
- The chocolich calls forth the spirits of creatures that died in its lair, or in this case, undead BoS soldiers and super mutants. These summons materialize and attack one creature that the chocolich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) Poison Energy damage on a failed save, or half as much damage on a success. This damage is dealt even if the target is a Construct or wearing Power Armor. The summons then scurry away to attack another time when called upon.
|npc=yes }}
Back to Main Page → 5e Homebrew → Creatures