We are now over half-way through our crowdfunding campaign. I admit the past week was slower than I’d like. I still holding out hope for an end-of-campaign surge, but I’m also starting to make alternative plans just in case.
Monster Preview
Thanks to everyone who voted in this weeks poll. Ioun fused was the clear winner! We have one more preview poll left, you can vote at the bottom of this update.
Today we look at one of my favorite monsters I’ve created. Ever since I started playing D&D, I’ve loved ioun stones (or aeon stones in Pathfinder) and always wanted a character with a cloud of stones circling their head. The ioun fused gives us that, but also makes ioun stones a weapon they can use against the PCs. Because they have regeneration based on the number of ioun stones they possess, ioun fused also give the PCs a tactical choice: hit the bad guy or grab the stones.
Ioun Fused
Once human, the woman’s left half of her body has transformed into crystal, including the razor-sharp claws on her hand.
Ioun fused are former humanoids whose bodies have become fused with magical crystals. This gives them exceptional strength and insights, but also alters their mind such that they no longer see the world as mortals do.
Power From Crystals. Ioun fused take their names from the magical crystals that famously grant magic while orbiting around the wearer’s head. Ioun fused gain additional strength from these stones, beyond what other wearers would. At the same time ioun fused corrupt ioun stones, causing them to have a negative effect for anybody but them.
Crystalline Origins. Ioun stones also play a role in creating ioun fused. Though wearing a single ioun stone does not place someone in danger, some who work in the crystal mines where they harvest rare components used to craft ioun stones risk accidentally becoming ioun fused. Exposure to strange crystals of the under realm can also give rise to spontaneous ioun fused, and some seek such transformations to gain power.
Dangerous Obsessions. As their minds crystallize, ioun fused often develop extreme obsessions. Sometimes this is an extension of goals they held before, such as seeking revenge against someone who wronged them. Other ioun fused develop completely new obsessions, such as a determination to decode the celestial songs.
Ioun Fused Medium aberration, typically unaligned Armor Class 20 (natural armor) Hit Points 76 (8d8 + 40) Speed 20 ft. STR 20 (+5) DEX 8 (-1) CON 20 (+5) INT 22 (+6) WIS 15 (+2) CHA 17(+3) Skills Insight +6, Perception +6 Senses darkvision 120 ft., truesight 120 ft, passive Perception 16 Languages all Challenge 9 (5,000 XP) Proficiency Bonus +4 Traits Ioun Regeneration. At the start of its turn, the ioun fused regenerates 5 hit points for each ioun stone currently orbiting its head. Ioun Stones. The ioun fused has five magical ioun stones orbiting its head: one ioun stone of attack (see Piercing Stone) and four cursed ioun stones linked to Strength, Dexterity, Constitution, and Wisdom (see Transfer Stone). Characters within 5 feet of the ioun fused can snatch a stone from its orbit with a DC 20 Dexterity (Acrobatics) check. Alternatively, they can attack the ioun stone. Each has an AC of 20, 10 hp, and is immune to poison damage. Effects that grant advantage or a bonus to hit the ioun fused also provide that bonus to hitting the stones. Actions Multiattack. The ioun fused makes one claw attack and one pick attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target must make a DC 17 Constitution saving throw. On a failure, the target’s body begins to crystallize, reducing its speed by 5 feet. At the end of each of its turns, the target must repeat the saving throw or have their speed reduced by another 5 feet. A lesser restoration spell ends this speed reduction and the need for further saving throws. A creature whose speed is reduced to 0 in this way turns to crystal and is petrified. On a successful save, the target is immune to this effect for the next 24 hours. Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Bonus Actions Piercing Stone (Requires Ioun Stone of Attack). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 9 (1d6 + 6) piercing damage. Legendary Actions The ioun fused 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 ioun fused regains spent legendary actions at the start of its turn. Attack. The ioun fused makes one pick or piercing stone attack Transfer Stone. The ioun fused transfers one of its cursed ioun stones of Strength, Dexterity, Constitution, or Wisdom to a creature it can see within 30 feet or from a creature back to itself. While orbiting the target, the target has disadvantage on ability checks, saving throws, and attack rolls keyed to that ability. Creatures can attack or grab these ioun stones as described in Ioun Stones. Steal Stone. Charisma Saving Throw: DC 15, creature it can see within 30 feet. Failure: The ioun take control of an ioun stone orbiting the target. The stone moves to orbit the ioun fused, and the target loses attunement with it. The ioun fused does not gain the normal benefit of the stone, but it does count for its Ioun Regeneration.
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