Farwarped Laborer

Accounts from surviving artisans describe a figure that 'keeps working' amid ruin, smoothing cracks in impossible patterns. Where it labors, metal blooms with odd growths and workers dream of tidal colors. Cults seeking contact with the far realm collect pieces of its filament for rituals.

MediumAberration(Former human)CR 5Chaotic neutral

Farwarped Laborer

Far RealmPsionicCorrosiveGrappler
HP85AC16SPD30 ft., Climb 20 ft.CR5 (1,800 XP)AthleticsPerceptionIntimidation
STR
18
DEX
12
CON
16
save
INT
10
WIS
12
save
CHA
8
Telepathic Worksong. The laborer telepathically communicates with any creature within 60 feet that understands a language. It cannot speak normally but can make a single mental impression as an action.
Far Corruption. When the laborer hits with Warping Grasp or Corroded Pick the target must make a Wisdom saving throw or gain one short-term madness (DMG). The laborer can inflict no more than one short-term madness per creature per minute.
Corrosive Labor. If a nonmagical metal object is struck by the laborer and damaged, that object gains a -1 to AC and attack rolls until cleaned with remove curse or greater restoration. The effect is cumulative up to -3.
Corroded Pick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () slashing damage plus 7 () psychic damage. If the target is a creature, it must succeed on a Wisdom saving throw or be nauseated by whispered visions. While nauseated a creature has disadvantage on attack rolls and ability checks. The condition ends if the creature takes psychic damage or a creature uses an action to shake it out of the vision.
Warping Grasp. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 9 () bludgeoning damage and the target is grappled (escape ). Until this grapple ends the target is restrained and takes 9 () psychic damage at the start of each of its turns as the laborer's warped aura gnaws at the mind. The Farwarped Laborer can grapple only one target at a time.
Mind-Slick Spray. The laborer releases a gout of shimmering, foul slime in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 27 () acid damage and 9 () psychic damage on a failed save, or half as much acid and no psychic damage on a successful one. Nonmagical metal in the area takes a permanent -1 to AC while coated unless cleaned with a remove curse or similar magic.
Mind-Call. The laborer speaks a single maddening phrase in a voice like grinding metal. Each creature of the laborer's choice within 30 feet that can hear it must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed are immune to Mind-Call for 24 hours.
Warped Parry. When a creature within 5 feet hits the laborer with a melee attack, the laborer can force the attacker to make a Wisdom saving throw. On a failed save the attacker takes 7 () psychic damage and has disadvantage on their next attack roll. The laborer can use this reaction three times and regains uses after a short or long rest.
Cantrips
Innate Far EchoesEnchantment and Evocation The laborer can innately cast the following spells, requiring no material components. Spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 1/day each: detect thoughts, hunger of hadar (as 3rd level), slow (as 3rd level).
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