Pattern Screamer (5e Spell)
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9th-level Evocation | |
Casting time: | 1 action |
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Range: | 90 feet |
Components: | V, S |
Duration: | Instantaneous |
You emit a terrible scream that echoes through reality, reaching the minds of all creatures you choose within range. Affected creatures must make an Intelligence saving throw. On a failed save, they take 10d10 psychic damage and are stunned until the end of your next turn. If they pass, they take half damage and are not stunned. Creatures that have an Intelligence of 2 or less are immune to this spell.
Additionally, you can choose a creature that failed its saving throw. This creature is drawn into a random plane of existence, where it is pursued by a hostile cosmic entity that manifests as a fractal pattern of colors and sounds. The creature can only escape this plane if another creature uses a teleportation or plane travel spell to rescue it. The cosmic entity will attempt to prevent escape, attacking the creature and its allies with energy tentacles and explosions of chaos. The entity has the following statistics:
Cosmic Entity[edit]
Gargantuan aberrant, chaotic and evil Armor Class 18 (natural)
Saving Throws Str +17, Int +15, Wis +14, Cha +16 Terrifying Presence. Any creature that starts its turn within 60 feet of the entity must make a DC 21 Wisdom saving throw, unless the entity is incapacitated. If it fails, the creature is frightened until the end of its next turn. If successful, the creature will be immune to the entity's Frightful Presence for the next 24 hours. ACTIONSMultiattack. The entity makes three tentacle attacks or two chaos blast attacks. Tentacle. Melee Weapon Attack: +16 to hit, range 60 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or become grappled (escape DC 21). Until this grab ends, the target is restrained, and the entity cannot use the same tentacle on another target. Chaos Blast . The entity chooses a point within 36 meters of it that it can see. Each creature in a 30-foot sphere centered on that point must make a DC 21 Dexterity saving throw, taking 22 (4d10) damage of a random type (acid, cold, fire, lightning, or thunder) on a failed save, or half as much damage. this damage on a success. The type of damage is determined by rolling 1d10 and consulting the table below:
|
1d10 | Damage type |
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1 | Acid |
2-3 | Cold |
4-5 | Fire |
6-7 | Lightning |
8-9 | Thunder |
10 | Roll twice and add up damage |
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