Telchine

Medium elemental, neutral

Armor Class 18 (natural armor)
Hit Points 120 (16d10 + 32)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 18 (+4) 14 (+2) 14 (+2)

Saving Throws Dex+6, Con+7, Wis+6, Int+8
Skills Arcana +8, Deception +6, History +8, Insight +6, Intimidation +6, Investigation +8, Perception +6, Persuasion +6, Religion +8, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage immunities acid, poison
Senses darkvision 90 ft., passive Perception 16
Languages Aquan, Common Greek, Primordial
Challenge 9 XP)

SPECIAL TRAITS

  • Amphibious. In their natural form, telchines can breathe air and water.
  • Magic Resistance. Telchines have advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The telchines’ weapons are magical. However, each weapon’s magical bonus permanently fades if it is separated from the telchine for 24 hours.
  • Poison. Telchines mix a deadly poison. It is administered via ingestion and is deadly to plants when poured into the soil. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 14 (4d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 7 (2d6) poison damage. After the first failed save, the creature also suffers disadvantage on all saving throws, ability checks, and skill checks related to Intelligence, Wisdom, and Charisma. After two failed saves the creature is incapacitated. After three failed saves the creature falls unconscious, though it must still make saves or take damage. After three successful saves, the poison ends.
  • Ageless. Telchines do not age and are immune to the ravages of time, both natural and magical.
  • Innate Spellcasting. The telchines’ innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The telchines can innately cast the following spells, requiring no material components:
  • Spellcasting. The telchines are 16th level spell casters. Their spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Telchines typically have the following spells prepared:
  • Gaze of Destruction. A Telchine that is not incapacitated and can see its targets (not blinded or in darkness), can focus its gaze on a creature or an object within 30 feet of itself. If a creature is the target of the telchine’s gaze, that creature must make a DC 12 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the telchine uses its gaze on a creature that is already stunned, that creature must make a second saving throw or take another 13 (2d8 + 4) psychic damage and fall unconscious. They remain unconscious until they receive a greater restoration spell or similar magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the telchine until the start of its next turn, when it can avert its eyes again. If it looks at the telchine in the meantime, it must immediately make the save. If the telchine sees its reflection within 30 feet of it in bright light, it can immediately end the gaze effect to avoid harming itself with its own gaze. The gaze can also target objects. It causes 7 (2d6) points of force damage per round to any object. Object that are in the possession of a creature receive a DC 12 Constitution saving throw made by that creature to avoid the damage.

ACTIONS

  • Multiattack. The telchine makes three attacks with its sword or spear.
  • Short Sword +2. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 6) piercing damage.
  • Spear +2. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack.

ABOUT

A blind woman sitting on the street corner, a jolly merchant hocking her wares in the marketplace, a wandering minstrel with a thousand tales of adventure to share, any of these unassuming individuals could actually be a telchine in disguise.

A telchine’s true form is a monstrous, revolting creature that is part wolf, part fish, and part human. They keep this concealed with magic and conventional disguises.

Section 15: Copyright Notice

Mystery Cults: The Great Mother, Copyright 2021, Bloodstone Press

This is not the complete license attribution - see the full license for this page