NOTHIC – 5e stats

Medium aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
14 (+2)16 (+3)16 (+3)13 (+1)10 (+0)8 (-1)

Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Multiattack. The nothic makes two claw attacks.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
  • Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

NOTHIC’s TACTICS (read the article)


5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A nothic is a twisted aberration that resembles a hunched, misshapen humanoid with a single, enormous eye that dominates its face. Its skin is olive-green and its long arms are tipped with claws that drag along the ground as it moves in an awkward hop. A nothic has a keen sight that allows it to see in the dark and pierce through illusions. It also has a weird insight that enables it to learn secrets and facts about other creatures by staring into their minds. A nothic is utterly insane and malevolent, driven by half-remembered memories and desires from its former life as a wizard who delved too deep into forbidden lore and was cursed by Vecna, the god of secrets and lies.

COMBAT

A nothic prefers to rely on its strange magical abilities rather than its physical attacks. It can use its rotting gaze to inflict necrotic damage on a target within 30 feet, causing their flesh to wither and decay. It can also unleash other necrotic or psychic attacks, such as draining life force or dominating the mind of a victim. A nothic can also use its weird insight to gain an advantage over its enemies, learning their weaknesses, fears, or secrets. A nothic is not very brave, however, and will flee or surrender if it faces a superior foe or if it is offered something of value, such as a magic item or a juicy secret.

HABITAT / SOCIETY

A nothic lives in underground ruins and caverns, where it scavenges for food and treasure. It is a solitary predator that avoids contact with other creatures unless it is hungry or curious. A nothic may sometimes serve a more powerful master that finds its erratic behavior amusing or useful, such as a cult of Vecna or a lich. A nothic may also infiltrate places of magical learning, such as libraries or academies, where it lurks in the shadows and covets the arcane secrets and items stored there. A nothic may have a vague obsession with reversing its condition, but it also knows that it is a hopeless endeavor and a lesson for its folly.

ECOLOGY

A nothic is an aberrant creature that does not fit into the natural order of things. It is a product of a curse that twisted its body and mind beyond recognition. A nothic does not reproduce or have any kinship with other nothics. It feeds on flesh and magic, but does not need either to survive. A nothic may live for centuries, but it does not age or grow. A nothic is a creature of madness and secrets, and a reminder of the dangers of delving too deep into the unknown.

Nothic is employed as material component to empower the following spells:


Zardock’s Journal: Zedna the Cursed Wizard
Entry #37
Date: 21th of Fyrmont, 1016 AC
Location: Somewhere in the Hardanger Mountain Range (Ylaruam)

I have encountered a most tragic and horrifying creature in my exploration of the ruins of Vecna’s vault. It was a nothic, a twisted aberration that was once a human wizard. I recognized him as Zedna, a former colleague of mine who disappeared several years ago. He was a brilliant and ambitious scholar who sought to uncover the secrets of Vecna, the god of secrets and lies. He had found a clue that led him to the location of Vecna’s vault, and he had ventured there alone, ignoring the warnings of his friends and mentors.

I found him in a dark and damp chamber, where he had made his lair among piles of bones and scraps of metal. He was hunched over a broken mirror, staring at his own reflection with his single, red eye. He did not notice me at first, but when he did, he let out a shriek of rage and fear. He recognized me as well, and he called me by name.

“Zardock! How dare you come here! You are not worthy of Vecna’s secrets! You are a fool and a traitor! Leave me alone!”

He lunged at me with his claws, but I dodged his attack and cast a spell to restrain him. He struggled against the magical bonds, but he could not break free. He cursed and spat at me, but I ignored his insults. I felt pity and sorrow for him, for what he had become. I decided to try to communicate with him, to see if there was any spark of reason or humanity left in him.

“Zedna, please calm down. I am not here to harm you or take anything from you. I am here to help you. Do you remember who you are? Do you remember what happened to you?”

He stopped thrashing for a moment, and looked at me with his eye. I saw a flash of confusion and pain in it, as if he was trying to recall something that was buried deep in his mind.

“I…I am Zedna…a wizard…a seeker of knowledge…I came here to find Vecna’s secrets…but…but…”

He trailed off, and then his eye widened in horror.

“No! No! It was a trap! A curse! Vecna tricked me! He twisted me! He made me this! This thing!”

He started to sob and whimper, like a wounded animal. I felt a surge of compassion and sympathy for him. I cast another spell to soothe his mind and ease his suffering.

“Zedna, it’s okay. It’s not your fault. You were deceived by Vecna, the god of secrets and lies. He is the one who did this to you. He is the one who should be blamed.”

He looked at me again, and I saw a glimmer of gratitude and trust in his eye.

“Thank you…Zardock…you are…a friend…”

He relaxed his body and let out a sigh.

“Can you…can you tell me…what happened to me? How did I become…a nothic?”

I nodded, and prepared myself for what I was about to do. I cast another spell, one that would allow me to probe his mind and extract his memories. It was a risky and invasive procedure, but it was the only way to learn the truth about his fate.

“Zedna, I can tell you what happened to you, but I need your permission. I need to look into your mind and see what you saw. It may be painful and unpleasant, but it may also help you find some closure and peace.”

He hesitated for a moment, but then he nodded.

“Okay…Zardock…I trust you…do it…”

I placed my hand on his forehead, and activated my spell. I felt a connection between our minds, and I entered his thoughts. I saw flashes of images and sounds, fragments of his past.

I saw him as a young boy, fascinated by magic and eager to learn. I saw him as a student at the academy of arcane arts, where he excelled in his studies and impressed his teachers. I saw him as an adult wizard, exploring ancient ruins and discovering hidden lore.

I saw him finding the clue that led him to Vecna’s vault, a map carved on a stone tablet. I saw him leaving behind his friends and colleagues, who tried to dissuade him from his quest. I saw him traveling for weeks, following a trail of clues and riddles, until he reached the entrance of the vault.

I saw him entering the dark chamber where the door made of iron and bone awaited him. I saw him approaching the door with excitement and curiosity. I saw him touching the door with his hand, hoping to unlock its secrets.

I saw him feeling a jolt of pain that ran through his body. I saw him screaming and falling to the ground, clutching his head. I heard a voice in his mind, cold and mocking.

“Foolish mortal, you have dared to seek my secrets, but you are not worthy of them. You have only earned my curse. Behold your fate!”

I saw him feeling his body twist and warp, his bones crack and his flesh tear. I saw him turning into a nothic, a twisted aberration that was once a wizard.

I saw him lying on the floor, writhing in agony and horror. I saw him looking at the door with his new eye, and seeing that it was still closed. I saw him realizing that he had failed to find Vecna’s secrets, and that he would never find them. I saw him losing everything: his magic, his identity, his humanity.

I saw him howling in despair and rage, cursing Vecna and himself. I saw him crawling out of the vault, leaving behind his belongings and his dignity. I saw him wandering into the darkness, looking for food and treasure. I saw him avoiding other creatures, unless he was hungry or curious. I saw him using his weird insight to learn their secrets and facts, hoping to find something that would ease his pain or restore his form. I saw him finding nothing but emptiness and madness.

I saw him becoming a creature of secrets and lies, a reminder of the dangers of delving too deep into the unknown.

I withdrew from his mind, and broke the connection. I looked at him with sadness and regret. He looked at me with understanding and acceptance.

“Thank you…Zardock…for showing me…the truth…I am sorry…for what I did…for what I became…”

He closed his eye, and let out a final breath.

“Please…forgive me…”

He went limp, and became still. He was gone.

I checked his pulse, and confirmed that he was dead. He had died of a heart attack, caused by the stress of reliving his trauma. I felt a pang of guilt and sorrow for what I had done to him, but I also felt a sense of relief and justice for what I had done for him. I had given him a chance to see the truth, to face his past, to say goodbye to his friend. I had given him a merciful death, instead of a miserable life.

I buried him in a shallow grave near the entrance of the vault. I marked it with a simple stone that bore his name: Zedna. I said a few words of farewell and apology, hoping that he would find peace in the afterlife.

I left the vault, taking with me his tale and his memory. I decided to write it down in my journal, as a warning and a lesson for myself and others who seek knowledge and power. There is a price to pay for delving too deep into the unknown, especially when it involves Vecna, the god of secrets and lies.

The nothic is a twisted aberration that was once a wizard who delved too deep into forbidden lore and was cursed by Vecna. It is a creature of madness and secrets, and a reminder of the dangers of delving too deep into the unknown.