Worlds born of gods, haunted by drama & Unamon. Explore the UNAverse.
Played | 5 times |
Cloned | 0 times |
Created | 72 days ago |
Last Updated | 33 days ago |
Visibility | Public |
Description
The final evolution of Venion, Faerumen is a fey creature that embodies the essence of ambient energy. It sustains itself purely on the energy around it, using its unique abilities to manipulate and absorb electrical and magical forces.
Size | Medium |
Type | Fey |
CR | 7 |
XP | 2900 |
Languages | Understands Sylvan, Common, Unamon signals, Telepathy 120 ft. |
Armor Class | 16 |
HP Range | 80 - 135 (Avg: 108) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Ambient Energy Absorption
Faerumen doesn't need to eat or drink. If it spends 1 hour in an area with ambient electrical or magical energy, it regains 2d8 hit points.
Circuit Overload (Recharge 5-6)
Faerumen channels energy through its circuitry. Each creature within a 20-foot radius must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one. Creatures failing by 5 or more are also stunned until the end of Faerumen's next turn.
Energy Lash
Melee Spell Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) force damage plus 9 (2d8) lightning damage.
Fey Charm
Faerumen targets one humanoid it can see within 30 feet. If the target can see Faerumen, it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Faerumen's verbal or telepathic commands. If the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. If the target successfully saves or the effect ends, it is immune to this Faerumen's Fey Charm for 24 hours.