Warlock: Ancient Beast: Jellyfish

by kingstarman

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Ancient Beast: Jellyfish

Transcending the bonds that bind us to the material plane the ancient jellyfish swims through the astral plane, its infinite tendrils reaching all planes of reality. Warlocks who devote themselves to this beast seek to gain the ethereal freedom of their patron.

Expanded Spell List

Ancient Jellyfish Expanded Spells
Spell Level Spells
1st beast bond, ensnaring strike
2nd animal messenger, detect thoughts
3rd conjure animals, lightning bolt
4th guardian of nature, aura of purity
5th commune with nature, telekinesis

Cyanea's Boon

At 1st level, your service to your patron has afforded you the following boons. You gain the dancing lights cantrip, it counts as a Warlock spell for you and doesn't count against spells known. Additionally, You can speak to jellyfish as if you were under the effects of the Speak with Animals spell.

Field of Tendrils

Also at 1st level, as an action, you can extend your patrons limitless tendrils to surround you in a 15ft. radius for 1 minute. Each time a hostile creature enters this area or attempts to move more than 5ft. while in this area they must make a Dexterity saving throw. On a failed save, the tendrils begin to ensnare the creature. The creature suffers effects as listed below correlating to the number of these saving throws they have failed. If a creature leaves this area they will recover by 1 save for each turn they end outside this area.

Saves Failed Effect
1 The creature takes 1d4 poison and 1d4 lightning damage and at the end of each of their turns they take this damage again.
2 The creature is poisoned.
3 Creatures have disadvantage on Dexterity saving throws.
4 The creature is restrained.

You can use this feature once and regain all uses upon finishing a long rest.

Man o' War

At 6th level, when you cast a warlock spell you can change its damage type to lightning or poison damage and if you do and that spell forces a saving throw, creatures who fail that saving throw count as if they had failed a saving throw from your Field of Tendrils feature.

You can use this feature a number of times equal to your Charisma modifier and regain all uses upon finishing a short or long rest.

Bell Shield

At 10th level, you gain resistance to lightning and poison damage and have advantage on saving throws against being poisoned.

Additionally, while you have your Field of Tendrils active, spells you cast with a range of touch have their range extended to the range of your Field of Tendrils.

Beast Channeling: Dress of Infinite Stingers

At 14th level, you have gained great understanding and control over the power your patron holds and you can now being to channel even greater power from your patron. As an action, you can enter a special transformation that lasts for 1 minute. While in this state a large jellyfish looms over you, draping you an stingers. While in this transformation you gain the following benefits;

  • You use your Field of Tendrils feature without expending a use, its range increases to 30ft. radius, and it lasts for the duration of this transformation.
  • Creatures automatically fail the first saving throw for your Field of Tendrils feature.
  • If a creature within your Field of Tendrils dose not move on their turn they must make a Wisdom saving throw. On a failed save they move 5ft. towards you.

You can do this once per long rest.

Eldritch Invocations

Stinging Blast

Prerequisite: eldritch blast, 11th level, Ancient Beast: Jellyfish Patron

If a creature is hit by at least 3 beams from your eldritch blast cantrip it must make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn.

Spell Jamming

Prerequisite: 3rd level, Ancient Beast: Jellyfish Patron

Creatures within your Field of Tendrils feature have disadvantage on Constitution saving throws to maintain concentration on spells.

Feral Form

Prerequisite: 3rd level, Ancient Beast Patron

You gain the ability to as an action, wildshape into the same creature as your patron. You can do this once per long rest.

Majestic Form

Prerequisite: 16th level, Ancient Beast Patron

You gain the ability to as an action, wildshape into the majestic creature associated with your patron. You can do this once per long rest.

Beasts Fangs

Prerequisite: Pact of the Blade, Ancient Beast Patron

you gain a natural weapon from your patron, which you can use to make unarmed strikes. If you hit with them, you deal slashing, peircing, or bludgeoning damage (your choice when you gain this invocation) equal to 1d8 + your Charisma modifier.

Perfect Beast Channeling

Prerequisite: 18th-level, Ancient Beast Patron

When you use your Beast Channeling Feature you gain these additional effects;

  • You gain +1 to Charisma ability checks and saving throws.
  • The duration of your transformation increases to 10 minutes.
  • The spell Regenerate is cast on yourself with you as the caster.

Majestic Jellyfish

Huge Aberration


  • Armor Class 18 (natural armor)
  • Hit Points 100
  • Speed 30ft. flying

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 5 (-2) 14 (+2) 22 (+7)

  • Saving Throws Proficient in your saving throws.
  • Skills Proficient in your saving throws.
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
  • Senses blightsight 60ft.
  • Languages Your languages

Legendary Resistance (1/Day). If the Majestic Jellyfish fails a saving throw, the Majestic Jellyfish can choose to succeed instead.

Ancient Beat Inheritance. The Majestic Jellyfish can use your Field of Tendrils and Man o' War features, aswell as cast your warlock spells.

Actions

Multiattack. The Majestic Jellyfish makes two attacks.

Stinging Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) lightning damage.

Ethereal Gateway. If the target is a creature of Huge size or smaller and is reduced to 0 hit points or it is incapacitated by your Stinging tentacle attack or by your Field of Tendrils feature, you swallow it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on astral plane.

ART GENERATED USING MIDJOURNEY

 

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