Chocolich (5e Creature)

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Chocolich[edit]

I won't live forever, Charlie... And I don't want to try.
—Willy Wonka's lie

Medium undead, lawful evil


Armor Class 18 (natural armor)
Hit Points 247 (33d8 + 99)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Con +12, Int +19, Wis +19, Cha +19
Skills Arcana +19, History +19, Insight +19, Perception +19
Proficiency Bonus +9
Damage Resistances acid, fire, lightning, radiant
Damage Immunities bludgeoning, necrotic, thunder
Condition Immunities charmed, petrified
Senses passive Perception 29
Languages Common
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day) If the chocolich fails a saving throw, it can choose to succeed instead.

Rejuvenation If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Unusual Spellcasting The chocolich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The chocolich does not use conventional means of spell slots, nor does it use conventional spells. Rather, it has a simple set of spells it can regenerate use of every turn by recharging. They are not leveled.

Genius The mind of the chocolich is convoluted in scheming ways most cannot be. The chocolich can maintain indefinite concentration for multiple spells at once, and cannot have its concentration interrupted upon taking damage.

Cantrip(s) (at will)
  • Chocolate Squirt

Evocation
Casting time: 1 action
Range: 120 feet
Components: Somatic
Duration: Instantaneous
The chocolich sends a shot of liquid chocolate at a creature within range that it can see, making a ranged spell attack. On success, the creature is restrained by the chocolate cooling and encasing it in a thick shell. At the start of each of a restrained creature's turns, they can make a Strength saving throw. On a failure, they are considered to still be restrained in a casing of chocolate. On success, they burst out of the shell, free. The DC for this throw is equal to the chocolich's spell save DC.

  • Cane Tap

Evocation
Casting time: 1 action
Range:30 feet
Components: Somatic
Duration: Instantaneous
The chocolich makes a light tap with his cane onto the floor, laying down the law. Each creature within range takes 40 (8d6 + 12) thunder or force damage, and must succeed a Wisdom saving throw or be stunned until the end of their next turn.

  • Taffy Stretch

Transmutation
Casting time: 1 action
Range: Self
Components: Somatic
Duration: 10 minutes, Concentration
For the duration of the spell, the chocolich makes all of space around his immediate area bend like pliable taffy. All attack rolls against the chocolich roll with disadvantage and deal half as much damage on a successful hit.

Spells
  • Jelly Bean Rain (Recharge 3-6)

Evocation
Casting time: 1 action
Range: 200 feet
Components: Vocal
Duration: Instantaneous
Using his amazing confectionary powers, the chocolich summons a rain of pelting jelly beans in massive tons in an area of his choice no bigger than a 200 foot cube. Creatures in range take 64 (5d20 + 12) bludgeoning damage and must succeed a Dexterity saving throw or be knocked prone by the deluge of candy.

  • Punishment Roulette (Recharge 2-6)

Casting time: 1 action
Range: 60 feet
Components: Vocal, Somatic
Duration: Instantaneous
The chocolich makes a declaration of the roulette and chooses up to 6 creatures within range. A magical wheel with 6 sections appears, spinning like a pinwheel on top of each creature's heads. The chocolich assigns each of the creatures a section on the spinning wheel, and chooses one of the following effects or each. No two creatures can be affected by the same effect. The targeted creatures must make a DC 27 saving throw depending on the effect declared.

Declaration Save Effect
Curious Constitution The target suddenly starts uncontrollably floating as air fills them inside. For 10 minutes, they rise 5 feet in the air at the beginning of each of their turns. They cannot benefit from any movement speed.
Obsessed Dexterity The target shrinks until they are a Tiny size creature, no taller than a few inches in height. Their movement speed is reduce to 10 feet and they cannot wield weapons lacking the light property. They return to their normal size at the end of their next turn.
Obnoxious Dexterity The target is suddenly assailed by a flock of magically conjured geese who pester, peck and torture at the creature until the end of their next turn. The target has disadvantage on all attack rolls, saving throws and Wisdom (Perception) checks until the spell ends.
Greedy Wisdom The target starts to balloon up until they can no longer move. Their movement speed becomes 0 and they cannot take any actions until the end of their next turn.
Gluttonous Strength The target becomes sealed in a large globule of liquid chocolate. Its movement speed is considered paralyzed and it starts suffocating if it needs to breathe. At the end of the target's next turn, the chocolate hardens and can be broken open from the outside only. It has an AC of 13 and 20 hit points. The spell ends when the chocolate is destroyed or when 10 minutes pass from time of casting.
Arrogant Intelligence The target becomes frightened of all creatures friendly to it, perceiving them as sudden enemies. For 1 minute, the target is solely concerned with them and must spend all its movement speed and actions moving as far away as it can from them.
  • Star Candy Crush (Recharge 4-6)

Transmutation
Casting time: 1 action
Range: 60 feet
Components: Vocal, somatic
Duration: Instantaneous
Creatures within an odd perpendicular pattern are suddenly struck with a weird malady that goes as fast as it comes, leaving them feeling weakened. The chocolich chooses one point within range that it can see. From that point, all creatures standing on or adjacent within 30 feet of the direction of the point of choice must succeed a DC 27 Wisdom saving throw. On a failure, their movement speed is reduced to 10 feet until the end of their next turn and they take one stack of exhaustion.

  • Glass Elevator Escape (1/day)

Conjuration
Casting time: 1 action
Range: 5 feet
Components: Vocal, somatic
Duration: Instantaneous
The chocolich calls for its magic glass elevator to come to its aid when it is in need of transportation. The glass elevator drops like a meteor from whatever ceiling there is and lands within range on a space the chocolich chooses. If there is a creature in that space, they may attempt a DC 27 Dexterity save to dodge out of the way. On a failed save, they take 8d8 bludgeoning damage as the elevator smashes onto them and knocks them 5 feet away from the chocolich. The chocolich can expend a reaction to step into the elevator, after which it will propel itself back up into the sky and vanish. This elevator is invulnerable and cannot be damaged or attacked in any way.

  • Blueberry Maker (Recharge 4-6)

Transmutation
Casting time: 1 action
Range: Touch
Components: Somatic
Duration: Up to 8 hours
The chocolich touches a creature within 5 feet of it and balloons them grotesquely, filling their insides with fruit juices. The creature must succeed on a DC 27 Constitution saving throw or be rendered stunned for the duration. While the target is stunned, their bodies become a rotund and plump sphere of juices and any armor they were wearing breaks due to the change in size.

  • Slick Coat (Recharge 2-6)

Enchantment
Casting time: 1 bonus action
Range: Self
Components: Somatic
Duration: Instantaneous
The chocolich jauntily saunters past enemies with ease and evades their defenses. For 1 minute, the chocolich's movements do not provoke any opportunity attacks.

  • Golden Ticket (5/day)

Evocation
Casting time: 1 action
Range: 5 feet
Components: Vocal, somatic, material (golden ticket)
Duration: Up to 8 hours
The chocolich declares a creature within range a winner of a golden ticket. Rather than anything good happen, the creature must succeed a DC 27 Charisma saving throw or become charmed by the chocolich. While the target is charmed, the chocolich has a telepathic link with it as long as they both are on the same plane of existence. He can use this telepathic link to issue commands to the creature while he is conscious (no action required), which it does its best to obey. He can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the chocolich, it defends and preserves itself to the best of its ability. The chocolich can use his action to take total and precise control of the target. Until the end of his next turn, the creature takes only the actions the chocolich chooses, and doesn't do anything that he doesn't allow it to do. During this time he can also cause the creature to use a reaction, but this requires him to use his own reaction as well.

Turn Resistance. The chocolich has advantage on saving throws against any effect that turns undead.

ACTIONS

Inexhaustible. 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.

REACTIONS

Sarcasm. When attacked, the chocolich employs his witty tongue and throws a comment at his attacker. The attacker must succeed a DC20 Intelligence saving throw or be stunned by their own stupidity until the beginning of their next turn.

LEGENDARY ACTIONS

The 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 goblin but are considered undead type.
Frightening Gaze (Costs 2 Actions). The chocolich fixes its gaze on one creature it can see within 10 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 gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the chocolich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

The chocolich is a vindictive and powerful pseudo-spellcaster bent on making the lives of naughty children miserable. He is known to own a nightmare factory of sweets where children are lured in and usually eaten or killed by his horrific concoctions of monstrous confections and undead servants known as oompa-loompas. He was rumoredly once a kind man until he came to hate children after they defaced his factory. 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. His particular love of sweets led to a peculiar lichdom, as he does not use any of the conventional spells, making him unpredictable. He is supposedly courteous to children who have been good, but he still puts them through the wringer often. Those who pass his trials are sometimes given a reward based on their conduct. If they were just and true, they are free to go. Otherwise, doom awaits. As for what kind of trials and doom, 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 Undeath. The chocolich supposedly made a contract with Orcus through Moloch, 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 the many subduing spells in his repertoire combined with his 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.

Lonely Existence. The former candy maker is said to sometimes muse of his loneliness and despair seeing children behave badly. 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

The chocolich retains ownership of the chocolate and candy factory he owned whilst alive. It now serves as his lair. What once was a place of joy and music for child entertainment is now filled with dread and necrotic energies.
The machinery and whimsy used to make revolutionary desserts now serve sinister purposes ranging from torture to outright killing machines. His loyal undead oompa-loompas lurk behind the walls and around the corners, ready to snatch children away. His fortress is well guarded in particular against those meddling 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

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.
  • The chocolich rolls a d8 and gains use of a random spell whose lowest level is equal to the number rolled until the end of combat.
  • The chocolich targets one creature it can see within 30 feet of it. 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, the oompa-loompas. 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) necrotic damage on a failed save, or half as much damage on a success. The summons then scurry away to attack another time when called upon.
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