Remove ads by subscribing to Kanka or enabling premium features for the campaign.

Medium Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 91 (11d8 + 30) 
Speed 30 ft.
Roll Initiative! -1
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
BERSERK

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

AVERSION OF FIRE

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

IMMUTABLE FORM

Immutable Form. The golem is immune to any spell or effect that would alter its form.

LIGHTNING ABSORPTION

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

MAGIC WEAPONS

Magic Weapons. The golem's weapon attacks are magical.

Actions
MULTIATTACK

Multiattack. The golem makes three slam attacks or one slam and two hook attacks. 

SLAM

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

HOOK

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+4) piercing damage.

Legendary Actions

When the Body Puppet drops below 50% health, it mutates, growing a long python-like tail. it gains the following attack option:

Bite. Melee weapon attack: +7 to hit, reach 10 ft.  11 (1d12+4) piercing plus 15 (3d8) poison damage. On a successful hit, the target must make a dc 14 constitution save or be poisoned for 1 minute. 

Click to toggle

A group of individuals who identify as witches and warlocks with no patrons. These are natural born magic users who associate themselves with a specific magical theme. 

Known witches and warlocks are:

Arishia the Flower Child: Magic of Plants

The Siren of Storms: Magic of Storms

The Grimm: Death and Necrotic Magic

The Enchanter: Charms and Illusions

The Other Side: Magic around Spirits

The Flames of Power: Magic of Flames and Volcanic Energy

The Tidal Wave: Magic of Water

The Lightning Strike: Magic of Lightning and Thunder

The Beast: Magic of Animals and Shapeshifting

The Dark Purity: Healing and Death Magic

The Bladed One: Weapons and Metal magic

The Gemstone: Magic of Stones

The Silencer: Magic of the Voice and Ears

The Starlight: Magic of Light and Darkness

The Vile Queen: Magic on Poisons and Corrosions

Click to toggle

You are a child of the god of poetry, music, the sun, archery, and prophecy. Possible domains for your godly parent include Healing, Light, Life, Sun, or Knowledge.

Child of Solvi Traits

Ability Score Increase

Your Charisma score increases by 2.

Friend of Banter

You learn the Vicious Mockery cantrip. Charisma is your spellcasting modifier for this spell.

Child of Music

You have proficiency with all instruments and the performance skill. While you are singing or playing an instrument, humanoids with intelligence 8 or less and all beasts are charmed by you. Creatures you attack or target with a harmful ability are immune to this charm for 24 hours


Click to toggle

The Oath of Madness is not so much a solemn vow as a warped fanaticism. There are some things no mortal was meant to know, terrible secrets from beyond the stars, beings that defy reality itself by their very existence. When mortals learn of such things, it shatters their perception of the world. Some go completely mad from the revelations, while others retain some semblance of sanity but are forever changed. Paladins of Madness, sometimes known as Pariahs, are warriors who have had their minds touched by such terrible knowledge and can use it to twist the fabric of reality. Some are insane and on a quest incomprehensible to any but them. Others retain their sanity but suffer shock, depression, or supreme apathy from the knowledge. Still others vow to use their newfound knowledge to exterminate all such taint from existence.

Tenets of Madness

There are no overarching tenets for Pariahs. Even those who claim service to the same eldritch abomination can find themselves interpreting it in radically different ways, the results of their minds’ failure to truly grasp their master. However, the warping effects on their psyche produces some mad tenets in Pariahs. Roll 1d10 to determine a Mad Tenet for your Pariah. Alternatively, you can work with your DM to create your own Mad Tenet. In addition, roll 1d100 on the Indefinite Madness Table. This madness cannot be cured by any mortal magic.

 

Mad Tenet

1. Adoration: So wonderful! So beautiful! So pure! I must fight for it. Protect it. Have it! My precious, my beloved, I do this all for you.

2. Antipathy: You, your kind, your type, are a stain, a blight upon this realm. I will cleanse you from these lands. I cannot rest so long as your presence looms.

3. Clean the filth: I’m dirty, and I can’t get clean. So dirty, always scrubbing, never clean. So much filth around me. Dirty minds, dirty bodies, dirty hearts. I will clean it. I must clean the filth.

4. Freedom: Minds, bodies, souls. Bound down, tied down, chained up, caged up. So many people slaves, and they don’t even know. Slaves to states, to mindless routines, to archaic beliefs. I will bring freedom.

5. Happiness: People should not be unhappy. I must stop unhappiness. I will make people happy, even if I must carve the smiles on their souls. And remember: the dead are not unhappy.

6. My Will Be Done: Behold my power! My grandeur! I, who am above other mortals. My will be done! I will manifest my will, and let none stand in my way!

7. No More Secrets: Lies, lies, so many lies. So much hidden. No more! Enough! I will not lie, I will not tolerate lies, and I will expose any secrets I find!

8. Pain: Pain, suffering, agony. It makes my feel alive. Truly alive. It cuts to my core, gives me reprieve from my own mind. To the pain! Chase the pain! Bring the pain! Relish the pain!

9. Protection: It must be guarded. Protected. By any means necessary, no matter the cost, it must be protected. I will protect it. I must protect it. I must protect it. I must protect it.

10. Strength: It’s coming. It’s coming soon. We cannot afford to be weak. Weakness will drag us all down. I will cultivate strength, in myself, in others. I will fight weakness, burn it away, carve it out! We must be strong!

Channel Divinity

When you take the Oath at 3rd level, you gain two Channel Divinity Options.

Mind Rending Strike: Your weapon glows with strange eldritch energy, and its geometries twist in utterly alien ways as it rends both body and mind. When you hit a creature with a weapon attack, you can use your Channel divinity to deal additional psychic damage equal to your Charisma modifier (minimum 1) and force it to make a Wisdom saving throw. If it succeeds on this initial save, the next saving throw it makes against your Aura of Madness within the next minute is rolled with disadvantage. On a failed save, it is afflicted with a Short Term Madness. Roll on the Short Term Madness table to determine its duration. The creature can repeat this saving throw at the end of each of its turn, ending the effect successful save. Regardless of whether it succeeded or failed on its initial save, the creature loses any immunity to your Aura of Madness that it gained from successfully saving against it.

That Which Walks Behind: As an action, choose a creature you can see within 30 feet. You can choose to teleport to an unoccupied space within 10 feet of that creature as long as it is on the same plane of existence as you. For the next minute, you can use use an action to teleport in this manner to that creature. If you teleported to that creature with this ability, on the turn that you teleported you can use your bonus action to make a single weapon attack against that creature.

Sense Abomination

At 3rd level, your divine sense can also sense aberrations.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Madness Spells

Aura of Madness

Starting at 7th level, your very presence is enough to drive people mad. Creatures of your choice who start their turn or approach within 5 feet of you must make a Wisdom save against your paladin spell save DC or be affected by a Short Term Madness for 1 minute. The creature can make a new save at the end of its turn and each time it takes damage. On a successful save, the effect ends. A creature can only have one Short Term Madness from Aura of Madness at a time. Creatures who make their save are immune to your Aura of Madness until you finish a long rest. At 18th level, the range of this aura increases to 10 feet.

Crazed Assault

At 15th level, if you hit a creature that has successfully saved against you Aura of Madness within the last 24 hours with a weapon attack, it loses its immunity to your Aura of Madness.

That Which Should Not Be

At 20th level, you can enhance your maddening presence to a horrifying degree, bringing those unfortunates nearby to new heights of insanity. As an action, you gain the following benefits for 1 minute:

  • The range of your Aura of Madness increases to 30 ft
  • Creatures have disadvantage on their saving throws against your Aura of Madness.
  • On a failed save against your Aura of Madness, creatures also develop a long term madness. Roll on the long term madness table to determine the duration of the long term madness. This long term madness does not end on a successful saving throw against this ability. Creatures can only develop one long term madness for each time you use this ability.

Once you use this ability, you cannot use it again until you finish a long rest.

Click to toggle
Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

Click to toggle

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Click to toggle