Aberrant Existence. Succesful Melee weapon attacks against a Twisted Form apply a stacking, -1 penalty to each attack and damage roll with that weapon. Coming into extended physical contact with the Twisted Form (Including being grappled but not being struck) causes the player to take a stacking, -1 penalty to their Armour’s AC bonus per turn. If creature is not wearing armor, they take 1d4 force damage instead. Magical Armor and Weapons begin to spark and flicker until they reach -5, at which point they will revert to an unpenalized, unenchanted object. Before this point, a character trained in Arcana may stabilize the item and remove the penalty with an hour long Arcana check (DC 10+ penalty value) Unenchanted objects warp until at -5 they simply shatter. Until then, a craftsman with the appropriate tools can repair them for (25*penalty value) gp worth of work and materials. Rupture. Upon reaching 0 hitpoints, the Twisted Form destabalizes and the chaotic energies within consume it utterly. Distortion Breach immediately triggers, and the Twisted Form vanishes without a trace. Legendary. The Twisted Form is lumbering and clumsy, yet unimpeded by the natural flow of time. It may make 3 Legendary Actions per round.
Multi Attack. The Twisted Form makes up to 3 Slam attacks. Slam. Melee Unarmed Attack: 1d20+3 to hit, reach 10ft., one target. Hit: 1d6+3 (7) Additionally, one grappled foe takes 1d4 (2) bludgeoning damage Ensnare. Melee Unarmed Attack: 2 Targets within 10 ft. Each target makes a DC 15 Dexerity check. On failure, the target takes 1d4 (2) bludgeoning dmg and is grappled. No more than 3 targets can be grappled at one time.
Slam. The Twisted Form makes a Slam attack. Flicker. The Twisted Form Teleports up to 10 ft. to a point it can see, bringing any grappled targets. Distortion Breach (Costs 2 Actions). All Targets within 15 ft. Save: DC 14 Dexterity. On failure, fall prone and take 1d4+2 (5) psychic damage. (Grappled targets fail automatically) Additionally, 2d4+2 (7) random 5 ft. patches of ground in this area twist and warp into difficult terrain
The Twisted Form is one of many fates that await those who succumb to the madness of the Far Realms. What intelligence they bring to bear is inscrutable, and their self preservation is nonexistent. Twisted Forms are a crazed, distorted, blight on space and time. A Terrible Fate. Too much knowledge or contact with the Far Realms is always dangerous, but only for the lucky is it fatal. If a sapient becomes attuned enough to channel the eldritch energies without possessing the force of personality to maintain their self image, they quickly erode into a Twisted Form. No force but Wish or Miracle has been able to revive these beings, and such souls barely last minutes before reverting into the monstrosity once again. Abberant Energies. Unconciously channeling the powers of the Far Realm, Twisted Forms warp both themselves and their surroundings to better fit their eldritch view of reality. While less insidious than the typical manifiestations of the Far Realms, Twisted Forms will not stop spreading corruption until they die, and must be immediately put down before the overt physical manifestations bleed into the flow of time and space. Mind of a Madman. Twisted Forms are a glimpse into the self image of a madman. As the creature struggles to remeber it's identity they flicker and warp and twist, a humanoid only in the most abstract sense. Torso, head, arms- Two? Three? How big? How long? A face with eyes and nose and eyes and mouth and eyes... A surge of rage, a second's distraction, and the structure collapses, vanishes, and a snaps back- now unrecognizeable as their previous self.
Urban, Rural, Ruins