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Pond of Dancing
Description: A pond of approximately 9x9 meters, the water is slightly darker than it should be. The players can roll for perception (DC 17 if there aren’t any other bodies of water nearby, if there are then -1 for each), creatures that live in the Deep or underground get advantage. The pond can be either empty or have 1d6 number of goblin skeletons inside, dancing.
Functionality: Once a creature enters the pond or walks 3m in it roll a DC 17 Con save, if it fails, the creature starts dancing alongside the creatures already in it, creating a ritualistic choreography. Small and Tiny creatures get disadvantage to the Con save.
All dancing creatures (whether they are still in the pond or got out) are now labelled as “Dancers”. Dancers get 1d8 necrotic damage once they become Dancers and every 2 minutes that they’re still in the Pond. If a Dancer dies, they won’t stop dancing, their skin will erode and become an undead dancing skeleton, still labelled as a Dancer.
Once there are 10 Dancers in the pond, the water will start moving and shaping form of a Water Elemental. The Water Elemental’s stats are the same as a normal Water Elemental except:
CAR: 8(-1) —> 18(+4)
INT: 5(-3)—>12(+1)
+HP: Xd8 (X: n° of Dancers)
Damage Immunity: +Necrotic
Language: +The main one of each Dancer
Charm Person: 3/day
+Chill Touch, +Sapping Sting, +Toll the Dead: 5/day (each)
Dancing General: The Water Elemental can speak a 1-word command to any or all of the Dancers: Attack (attacks the closer enemy of the Water Elemental), Protect (moves in front of the Water Elemental to shield it of any attack), Grapple (lunges itself to grapple the closest opponent or the one the Water Elemental is pointing at), etc etc. This can be used as a reaction 4/day.
Dancers will be in a catatonic state unless ordered to do something by the Water Elemental (like at the first round of combat if they roll a higher initiative than the Water Elemental, or after they killed a creature after the Water Elemental ordered them to attack it). A Dancer with WIS 17 or higher will have disadvantage at all ‘to hit’ rolls, a Dancer attacking a former allied gets their speed halved. (Make your Dancer players role as they attack unwillingly the other players! They’re still semi-conscious).
A Dancer loses its Dancer label once the Water Elemental is defeated, after walking at least 45m away from the pond/Water Elemental or if the Water Elemental says to it “Free” thanks to the Dancing General feat.
Inspiration: the silly post I’ve reblogged of @diamondguls
P.S. Thanks to all the people who liked my posts while I was on a break, I have 40 something drafts just for you muhahahaha 😘😈
yippieeee~ ahahaha~ yaaaaaaaaay~!⋆。°✩