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Orb of Trials

Large aberration, neutral good

Armor Class 12 (natural armor)
Hit Points 210 (28d10 + 56)
Speed 0 ft., fly 0 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 14 (+2) 27 (+8) 19 (+4) 1 (-5)

Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone, exhaustion
Senses truesight 300 ft. (blind beyond this radius)., passive Perception 14
Languages
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Dislocate (1/Day). The orb teleports to a point of its choosing within 100 miles. This effect is not magical.
  • Hostile Response. Acts of hostility bring discomfort to the orb, to which it reacts with an impulse of destructive magic. When a creature within 90 feet of the orb deals damage, each creature within 90 feet of the orb takes 10 (1d20) force damage. The damage from this feature does not trigger itself.
  • Psychic Trial (1/day). If a good-aligned creature approaches the orb and comes within 30 feet of it, the orb offers it a chance to take part in a trial with a reward at the end if the creature triumphs. If the creature accepts the challenge, the creature’s mind is transferred to the orb and it falls unconscious. If the creature has no mind or can’t fall unconscious, it fails the trial. After the transfer, the creature thinks that it’s still in its physical body and that it can be harmed. Inside the orb, the creature faces a challenge that would make it question its morality, regrets, emotions, and values. The GM is responsible for constructing a challenge particularly designed for the creature partaking in the trial. If the creature acts according to its alignment while facing impossible choices, it successfully completes the trial. Otherwise, it fails. In both situations, the creature is transferred back to its body and is no longer unconscious.
  • The Dictate of Mind (1/day). If a creature triumphs in the psychic trial, the orb asks the creature to describe its deepest desire. If the creature does so, the orb casts the wish spell to fulfill the creature’s desire to the best of its ability. The orb of trials doesn’t require any components to cast the spell. Also, the orb of trials can use this feature to escape fatal situations with the use of the wish spell. The orb prioritizes the creature’s desires over its own well being if the creature successfully completes the trial.
  • Visual Telepathy. The orb uses telepathy up to 120 feet to show and receive images to creatures since it doesn’t know any languages. It tries to communicate through images.

ABOUT

It is claimed that these mysterious orbs travel amongst the stars, deep within the void. This claim holds true as all known orbs of trials fell from the sky, leaving behind a dusty purple trace.

Alien Orbs. Although all they do is to hover a foot above the ground and rotate in place, these orbs are alive and intelligent. A sophisticated mind hides beneath their seemingly lifeless spherical husks.

Morality. The images they show to communicate almost always compel a creature to think about the meaning of good and bad, and concepts like honor, virtue, or humility. The reason behind this emotional manipulation is unknown and it has always baffled people to this day.

Section 15: Copyright Notice

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