Váttkorr's Spawn
The creation of the Gaospod began with the fall of the Dwergar deity, Váttkorr, guardian of mountain lake of Glisméri. As the Dwergar expanded their industry, the runoff polluted the lake, turning it into a foul cesspool of sludge and waste. This corruption seeped into the surrounding land and waters, infecting any creatures or mortals that came into contact with the pollution. The afflicted were transformed into Gaospod, carriers of the Váttkorr's curse, spreading his vengeance far beyond the poisoned waters of Glisméri.
The Cycle of Infection
The Gaospod perpetuate their existence through physical contact: a single scratch introduces the curse into a victim's body. Over the course of days, the curse consumes the host, warping their body into a monstrous form that reflects Váttkorr's corrupted reality. Each new Gaospod becomes both a carrier of the curse and an extension of Váttkorr's wrath.
Though the lower forms of Gaospod are mindless and frenzied, driven only to spread corruption, the most powerful among them retain fragments of their former selves. These higher forms act with purpose, targeting the civilizations and individuals their progenitor believes are responsible for desecrating its sanctum.
Spawn
A Gaospod Spawn is a humanoid warped by the curse's initial onset. Its flesh is stretched thin over swollen tissues that weep a black, foul-smelling ichor, and its movements are the jerky, unnatural spasms of a body in revolt. Driven by a feverish, burning agony, a Spawn is a vessel of pain that attacks any living thing without reason or strategy, seeking only to spread the infection that consumes it.
Ichorling
An Ichorling is a beast that has been fully corrupted by Váttkorr's blight, its form a barely recognizable mockery of its original shape. These creatures are the most basic vectors of the curse, acting as swift, elusive carriers of the physical contamination. They move with a skittering, unnatural speed, still beholden to their basic instincts to hunt and consume.
Gaospod Spawn
Medium monstrosity, chaotic neutral
AC13 Initiative+3 (13)
HP39 (6d8 + 12)
Speed30 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 10 | +0 | +0 | Dex | 16 | +3 | +3 | Con | 15 | +2 | +2 | ||
| Int | 8 | -1 | -1 | Wis | 8 | -1 | -1 | Cha | 5 | -3 | -3 |
Traits
If the gaospod is Bloodied, it has advantage on melee attack rolls.
A spawn transforms into a wretch if it consumes three humanoids within 7 days.
Actions
The spawn makes one Cursed Touch and one Corrosive Spit attack.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Necrotic damage.
Ranged Attack Roll: +5 to hit, range 30 ft., one target. Hit: 10 (2d6+3) Acid damage.
Gaospod Ichorling
Medium monstrosity, chaotic neutral
AC13 Initiative+1 (11)
HP45 (7d8 + 14)
Speed30 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 15 | +2 | +2 | Dex | 13 | +1 | +1 | Con | 15 | +2 | +2 | ||
| Int | 2 | -4 | -4 | Wis | 10 | +0 | +0 | Cha | 7 | -2 | -2 |
Traits
If the gaospod is Bloodied, it has advantage on melee attack rolls.
An ichorling transforms into a crackback if it consumes the remains of 7 cursed creatures.
Actions
The ichorling makes one Claw and one Bite attack.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) Slashing damage plus 3 (1d6) Necrotic damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10+2) Piercing damage.
Bonus Actions
If the Ichorling is within 10 feet of a hostile creature, it can move up to 10 feet toward that creature as part of its attack. This movement does not provoke opportunity attacks.
Wretch
A Wretch is a humanoid host whose body is malformed with elongated limbs and cracked skin, but it can shapeshift into the guise of its former self, hiding its grotesque nature. It retains fragmented memories of its mortal life, which it uses to psychologically torment its victims before striking.
Crackback
A Crackback is a hulking engine of destruction, formed when the curse hardens a beasts's body with a shell of polluted sediment and broken stone. Its heavy, plated form is resilient, almost impervious to external threats. The stench of decay and industrial filth that hangs about it is an overwhelming, toxic fume.
Snarl
A Snarl is an unstable evolution of the Wretch, its psyche fractured by the conflict between its host's lingering personality and the curse's corruption. This internal war manifests as manic, unsettling laughter and erratic behavior, shifting between cunning strategy and frenzied chaos. A Snarl wreaks havoc, worming its way into the thoughts of its victims.
Rasper
The Rasper is the apex of the bestial Gaospod metamorphosis that hunts with violent precision. Its long, lean body is that of a predator and only the most feral instincts remain. Solitary, except for when controlled by an Echo, they will attack anything that enters their domain without hesitation. Their sheer ferocity and capacity for destruction make them the ultimate shock troops of the Gaospod, difficult to direct but impossible to ignore.
Echo
The Echo represents the pinnacle of humanoid Gaospod transformation, standing as towering, slick, oozing creatures. Highly intelligent, manipulative, and exercising strict control over lesser Gaospod, they wreak havoc by impersonating others while silently commanding their kith to spread the curse. Echoes are rarely seen, preferring to use their shapeshifting abilities to remain disguised as they orchestrate large-scale infestations. They carry the full weight of Váttkorr's hatred and may taunt their foes with intimate knowledge gleaned from the fragmented memories of the countless victims absorbed by the curse.
Gaospod Wretch
Medium monstrosity, chaotic neutral
AC16 Initiative+4 (14)
HP78 (12d8 + 24)
Speed30 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 13 | +1 | +1 | Dex | 18 | +4 | +4 | Con | 14 | +2 | +2 | ||
| Int | 14 | +2 | +2 | Wis | 11 | +0 | +3 | Cha | 16 | +3 | +6 |
Traits
A Wretch has a 5% chance of evolving into a Snarl each time it consumes a humanoid.
The wretch has Advantage on melee attack rolls while it is Bloodied.
Actions
The wretch makes three Raking Claw attacks.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) Slashing damage. If the target is a Humanoid or Beast not cursed by a gaospod, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed unawares. The curse remains dormant for 2d4 days. After the gestation period, whenever the cursed creature takes damage, it must repeat the save. On a failed save, its hit point maximum is reduced by the damage taken. This reduction lasts until the curse is lifted by Remove Curse or similar magic. If the creature's hit point maximum is reduced to 0 by this effect, it immediately transforms into a Gaospod Spawn or Ichorling.
Wisdom Saving Throw: DC 14, each creature within a 30-foot Emanation. Failure: Stunned until the end of its next turn and take 4d6 Psychic damage. Success: Half damage.
Bonus Actions
The Wretch takes on the appearance of the humanoid it was before becoming a Gaospod, or it returns to its true form. It retains the memories and personality of that person, allowing it to convincingly mimic their behavior and speech. Its game statistics, other than its appearance, remain the same. Any equipment it is wearing or carrying isn't transformed.
Gaospod Crackback
Large monstrosity, chaotic neutral
AC18 Initiative-1 (9)
HP136 (13d10 + 65)
Speed30 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 22 | +6 | +6 | Dex | 8 | -1 | -1 | Con | 20 | +5 | +5 | ||
| Int | 5 | -3 | -3 | Wis | 10 | +0 | +0 | Cha | 6 | -2 | -2 |
Traits
The crackback deals double damage to objects and structures.
A crackback transforms into a rasper if it consumes the remains of 7 cursed creatures.
The crackback has Advantage on melee attack rolls while it is Bloodied.
Actions
The crackback makes two Bite attacks.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) Piercing damage plus 7 (2d6) Necrotic damage. If the target is a Humanoid or Beast not cursed by a gaospod, it is subjected to the following effect. Constitution Saving Throw: DC 16. Failure: The target is cursed unawares. The curse remains dormant for 2d4 days. After the gestation period, whenever the cursed creature takes damage, it must repeat the save. On a failed save, its hit point maximum is reduced by the damage taken. This reduction lasts until the curse is lifted by Remove Curse or similar magic. If the creature's hit point maximum is reduced to 0 by this effect, it immediately transforms into a Gaospod Spawn or Ichorling.
Strength Saving Throw: DC 17, each creature in a 15-foot Emanation. Failure: 3d6 Bludgeoning damage, 3d6 Necrotic damage, and the target has the Prone condition. Success: Necrotic damage only.
Bonus Actions
Melee Attack Roll: +9 to hit, reach 5 ft., one creature with the Prone condition. Hit: 18 (2d12+6) Bludgeoning damage.
Gaospod Snarl
Medium monstrosity, chaotic neutral
AC16 Initiative+3 (13)
HP150 (20d8 + 60)
Speed30 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 15 | +2 | +2 | Dex | 17 | +3 | +3 | Con | 16 | +3 | +3 | ||
| Int | 13 | +1 | +5 | Wis | 13 | +1 | +5 | Cha | 19 | +4 | +8 |
Traits
The snarl chuckles constantly while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 16, any creature that starts its turn within 30 feet of the snarl while it is chuckling. Failure: The target rolls 1d8 to determine how it is affected.
- 1–3. The target begins to laugh. Until the beginning of its next turn, the Unsettling Laughter trait also originates from the target affecting creatures within 30 feet of the target (using the same DC). A creature cannot be affected by this feature from more than one source in the same turn.
- 4–5. The target takes no action or Bonus Action and uses all its movement to move as far as possible away from the snarl.
- 6–7. The target can take either an action or a bonus action on its turn, but not both. It can still use its movement.
- 8. The target may act normally but takes 5 (1d10) Psychic damage each time it takes any action until the beginning of its next turn.
A snarl has a 1% chance of evolving into an Echo for each HD of humanoid or gaospod it consumes.
If the gaospod is Bloodied, it has advantage on melee attack rolls.
Actions
The snarl makes three Corrupted Claw attacks or makes three Psychic Laceration attacks.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) Slashing damage plus 9 (2d8) Acid damage.
Ranged Attack Roll: +8 to hit, range 60 ft., one target. Hit: 20 (3d10+4) Psychic damage, or 26 (4d10+4) Psychic damage if the target is affected by Unsettling Laughter.
Bonus Actions
The snarl takes on the appearance of the humanoid it was before becoming a Gaospod, or it returns to its true form if it dies. It retains the memories and personality of that person, allowing it to convincingly mimic their behavior and speech. Its game statistics, other than its appearance, remain the same. Any equipment it is wearing is transformed with it.
Gaospod Echo
Large monstrosity, neutral evil
AC16 Initiative+5 (15)
HP209 (22d10 + 88)
Speed30 ft., Climb 30 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 16 | +3 | +3 | Dex | 21 | +5 | +5 | Con | 18 | +4 | +4 | ||
| Int | 22 | +6 | +11 | Wis | 16 | +3 | +8 | Cha | 17 | +3 | +8 |
Traits
If the echo drops to 0 Hit Points, it doesn't die but instead collapses into a pool of slick, ichorous ooze (no action required), acting as its Ichorous Slick ability. The echo is not dead but conscious at 1 Hit Point and consciously feigns defeat, either remaining inert or slipping away when it thinks it is safe.
While benefiting from this trait, the echo cannot regain its physical form until 24 hours have passed. If the echo takes any further damage, it will die permanently.The echo automatically succeeds on saving throws against spells and other magical effects. Without the echo's permission, no spell can change the echo's form, observe it remotely or detect its thoughts, creature type, or alignment.
If Váttkorr fails a saving throw, it can choose to succeed instead.
The echo has Advantage on melee attack rolls while it is bloodied.
Actions
The echo makes two Ichorous Lash attacks. The echo may also cast Command.
Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) Bludgeoning damage plus 11 (2d10) Acid damage.
Dexterity Saving Throw: DC 18, each creature in a 15-foot square centered on a point within 60 feet and turns it into difficult terrain for 1 minute. Failure: 16 (3d10) Acid damage and 16 (3d10) Necrotic damage, and the target has the Prone condition. Success: half damage only. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or be subject to the same damage based on success or failure.
The echo's spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells, requiring no material components:
- At Will: Chill Touch, Command (as Bonus action), Detect Magic, Detect Thoughts
- 3/Day Each: Mind Spike, Misty Step
- 1/Day Each: Black Tentacles, Commune, Counterspell, Greater Invisibility, Major Image, Phantasmal Killer
Bonus Actions
The echo can shape-shift into a Small, Medium, or Large Humanoid, or a large ooze, or back into its true form. Its game statistics, other than its size and speed, are the same in each form. Anything it is wearing transforms with it. It reverts to its true form if it dies.
While in ooze form, the echo can't take any actions, speak, or manipulate objects and the echo's speed is reduced by half. It is a liquid that can enter an enemy's space and stop there. If liquid can pass through a space, the ooze can do so, but floats on top of other liquids like oil.Váttkorr
Gargantuan monstrosity (fey), chaotic evil
AC22 Initiative+16 (26)
HP546 (28d20 + 252)
Speed30 ft., Swim 120 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 30 | +10 | +17 | Dex | 14 | +2 | +9 | Con | 29 | +9 | +9 | ||
| Int | 19 | +4 | +11 | Wis | 20 | +5 | +12 | Cha | 26 | +8 | +15 |
Traits
Váttkorr can breathe air and water.
If Váttkorr is reduced to 0 Hit Points, his divine spirit will meld into a creature or object, re-emerging as a reborn Tatarigami within the next age.
If Váttkorr fails a saving throw, it can choose to succeed instead.
Váttkorr has Advantage on saving throws against spells and other magical effects.
Actions
Váttkorr makes one Maw attack and one Claw attack.
Melee Attack Roll: +17 to hit, reach 15 ft., one target. Hit: 19 (2d8+10) Piercing damage plus 9 (2d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 20), and it has the Restrained condition until the grapple ends.
Melee Attack Roll: +17 to hit, reach 5 ft., one target. Hit: 21 (2d10+10) Slashing damage plus 11 (2d10) Necrotic damage.
Constitution Saving Throw: DC 23, each creature in a 120-foot Emanation. Failure: 33 (6d10) Acid damage and 33 (6d10) Necrotic damage, the creature is knocked Prone and dragged 30 feet toward Váttkorr. Success: Half damage.
Bonus Actions
Strength Saving Throw: DC 25, one Large or smaller creature Grappled by Váttkorr (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by Váttkorr, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside Váttkorr, and takes 35 (10d6) Acid damage at the start of each of Váttkorr's turns.
If Váttkorr takes 50 damage or more on a single turn from a creature inside it, Váttkorr must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of Váttkorr and has the Prone condition. If Váttkorr dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone.Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Váttkorr can expend a use to take one of the following actions. Váttkorr regains all expended uses at the start of each of its turns.
Váttkorr makes a Claw attack.
Dexterity Saving Throw: DC 25, each creature in Váttkorr's path while it moves up to half its speed without invoking attacks of opportunity. Failure: The target gains the Prone condition if not swimming and takes 32 (4d10+10) Bludgeoning damage. Success: Half damage.
Constitution Saving Throw: DC 24, each creature in a 30-foot Cone originating from Váttkorr. Failure: The target gains the Poisoned condition until the end of Váttkorr's next turn and cannot regain hit points while Poisoned in this way. Failure or Success: Váttkorr can't take this action again until the start of its next turn.
Lair Actions
Ordinary water sources within 1 mile of the lair are poisonous. Any creature that drinks or breathes the water must make a DC 15 Constitution saving throw or be Poisoned. On a failure, at the end of each hour, the creature may repeat the saving throw, ending on a success. After 3 failures, the creature is transformed into a Gaospod.
Gaospod gain the ability to communicate telepathically with Váttkorr while within 1 mile of the lair.
Gaospod Rasper
Large monstrosity, chaotic neutral
AC18 Initiative+4 (14)
HP189 (18d10 + 90)
Speed50 ft.
| Mod | Save | Mod | Save | Mod | Save | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Str | 21 | +5 | +5 | Dex | 19 | +4 | +4 | Con | 21 | +5 | +5 | ||
| Int | 7 | -2 | -2 | Wis | 17 | +3 | +3 | Cha | 9 | -1 | -1 |
Traits
The Rasper has advantage on Wisdom (Perception) checks that rely on scent.
If the Rasper moves at least 20 feet straight toward a creature on its turn, it gains advantage on all melee attack rolls it makes against that creature for the rest of that turn.
If the gaospod is Bloodied, it has advantage on melee attack rolls.
Actions
The Rasper makes one Bite attack and one Claw attack.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) Piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or become Poisoned for 1 minute. While Poisoned in this way, the target can't regain hit points and takes 14 (4d6) Poison damage at the start of each of its turns. At the end of each of its turns, the target can repeat the saving throw, ending the Poisoned condition on itself on a success. After 1 minute, it succeeds automatically.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8+5) Slashing damage. If the rasper hits the same creature with both Claw attacks, or if it hits a creature with at least one Claw attack that was made with advantage, the target takes an additional 9 (2d8) Slashing damage. This additional damage can only be applied once per turn.
Wisdom Saving Throw: DC 16, each creature in a 60-foot Emanation originating from the rasper. Failure: 26 (4d10) Psychic damage, and the target has the Blinded condition until the end of its next turn. Success: Half damage only.