Skip to main content

5e Creatures - The Neverborn

The Neverborn are creatures created from the psychic echoes of those who – for whatever reason – never got the chance to live. The Neverborn are hateful creatures who abhor life and happiness and who wish to cause pain, misery, and death.

Neverborn “haunt” places most frequented by children and latch onto an especially happy or loved child. After the Neverborn has chosen its victim it sets to work turning the child's happy life to one of pain and misery. Unfortunately only the haunted child can see the Neverborn and any attempts by the child to reveal the foul creature end up back firing on the child causing him or her to become more isolated and further destroying the once happy life he or she had.

Medium Undead

Armor Class 18
Hit Points 300
Speed 30 ft.

STR -4 DEX +4 CON +5 INT +6 WIS 0 CHA -3

Damage Immunities – cold, necrotic, poison
Damage Resistance – acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities – charmed, exhaustion, frightened, grappled, paralyzed, petrified, poison, prone, restrained

Senses Dark Vision 120 ft, Passive Perception 14
Languages Telepathy
Innate Spellcasting – The Neverborn's innate spellcasting ability is intelligence (spell save 14 + 4). It can innately cast the following spells without components:

at-will: Detect Thoughts, Mage Hand
3/day: Telekinesis, Wall of Force
Challenge Level 11/7,200
Multiattack – The Neverborn can make two attacks
Attack – Barbed Tongue – Melee weapon; attack +7, reach 15 ft, one-target; Hit 22 (4d8+4) psychic damage
Mindlash (Recharge 4-6) – The Neverborn lashes out at in a 60' sphere around itself with psonic energies. Every creature in that area must succeed a DC 18 Intelligence saving throw or take (4d10+4) psychic damage and be stoned for 1d4 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonded Visage – The Neverborn is both invisible and incorporeal to all but the mortal child it has bonded with. Only true belief in the child's tale can give a non-bonded mortal sight of the Neverborn.

Legendary Actions

Lair Actions
When fighting within a place claimed as the lair of a Neverborn the creature can invoke the ambient magic of the area to take lair actions. On initiative count 20, the Neverborn can take one lair action to cause one of the following effects:

An area that is a 60 foot sphere becomes filled with an ink-like darkness totally obscuring the vision of all within except the Neverborn and the child it is bonded with. Until initiative count 20 on the next round the affected area is considered difficult terrain.

The lair begins to fill with memories of those within the lair's past. These memories start normal but slowly twist into horrible new memories that the affected creatures begin to remember as actual truth if they do not succeed a DC 20 intelligence check. All affected by this affect are stunned for 1d6 rounds.

Regional Affects
The home containing a Neverborn is warped by the creature's unnatural presence, which creates one or more of the following effects.

Creatures within the home of the Neverborn have horrible nightmares usually of the bonded child doing horrible things to them.
The taint of the Neverborn causes paint to fade, wood to rot and metal to rust slowly but at a pronounced rate, causing the sense of gloom to increase in the affected area.

If the Neverborn dies, these effects fade over a course of 1d4 days.


Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!

Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.