Typhon, Father of Monsters, is chained beneath a lone mountain by the powers of good. Typhon desires escape, but thus far, no known power can free him.
The Children of Typhon are the cult that worships the Father of Monsters. They seek untapped knowledge and power in their attempts to free him.
The Rite of Alenshka, a magical rite created by the True Daughters sect of the cult, bestows a portion of Typhon’s demonic power upon their champions.
Within the cult, a creature transformed by the rite of Alenshka is known as a consecrated child. Consecrated children fill special roles. Some are assassins, sent to kill enemies of the cult. Others act as bodyguards to important cult leaders, or guardians of their hidden temples. In some instances, a cult leader undergoes the ritual, seeking to gain more power to further their goals.
Rite of Alenshka
5th-Level Transmutation (Ritual)
Casting Time: 1 hour (see below)
Components: V, S, M (demon blood, 50 gp worth of powdered silver and iron, an iron key, silver shackles, and a silvered dagger; the demon blood and powdered metals are consumed by the spell)
Named for the lamia priestess who created it, this ritual infuses a creature with demonic essence, granting it greater offensive and defensive abilities. In addition to the numerous components, at least four 5th-level followers of Typhon (not including the caster) are needed to complete the ritual.
The target is chained with the shackles inside a ritual circle, and the demon blood is administered during the rite, both orally and to superficial cuts made with the knife. When the transformation is complete, the creature is released from its shackles; the iron key symbolizing Typhon, marking the bond between the creature and its still-bound father.
The creature takes on a demonic aspect, and becomes stronger, tougher, and harder to kill. The target of the spell gains all the abilities of the consecrated child of Typhon template, as detailed below.
Consecrated Child Template
An Aberration, Dragon, Monstrosity, or Ooze can become a consecrated child of Typhon. It keeps its statistics, except as follows.
Challenge. A creature with an original challenge rating of less than one is raised to CR 1. A CR 1 creature with this template becomes CR 2. For a challenge rating of 2 or higher, use the game’s guidelines to recalculate the rating after applying the template.
Natural Armor. The creature’s hide thickens and toughens, granting a natural AC of 12 + the creature’s Dexterity modifier. If the creature already has natural armor, its score increases by 2.
Senses. If it has eyes, the creature gains darkvision with a radius of 60 feet. If the original creature already has darkvision, increase the radius to 90 feet.
Languages. If the original creature has the ability to understand and speak languages, it gains Abyssal as a languages it knows. If the ritual raises the creature’s Intelligence above 2, it is able to understand (but not speak) one language the caster knows.
Resistances. The consecrated child gains resistance to cold, fire, and lightning, as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Ability Scores. The consecrated child’s Strength and Constitution scores each increase by 2. If the creature has an Intelligence of less than 3, its Intelligence score increases by 2.
Here is a sample consecrated child of Typhon, using a gray ooze as the base monster. More intelligent than a normal ooze, it can be used as a guardian, patrolling corridors of a cultist lair, or stationed in an important laboratory.
CONSECRATED CHILD OF TYPHON (GRAY OOZE)
Medium Ooze, Unaligned
Armor Class 10
Hit Points 25 (3d8+12)
Speed 10 ft., climb 10 ft.
|14 (+2)||6 (−2)||18 (+4)||3 (−4)||6 (−2)||2 (−4)|
Skills Stealth +2
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands Common but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
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