A Solar Numinus

Numinus

Consciousness calls magic to Thraxis, and magic can give rise to consciousness. These primal sparks of consciousness are called Numina.

A numinus is a primitive spirit; a nascent soul forged in the magical energies of Thraxis. All living souls in the world were once numina.

All numina promote a Signature of one of the following types: Aquan, Auran, Cacophonous, Caustic, Charged, Creative, Deceptive, Deranged, Divinatory, Enchanted, Fierce, Frigid, Ignan, Primal,  Psionic, Shielded, Solar, or Terran. They are a special case among all beings on Thraxis, in that they do not naturally have Countersignatures.

Never Living

A numinus, when first encountered has never been incarnated into a form. It hasn't evolved far enough spiritually.

A Need to Evolve

Numina have an instinctive drive to progress to a higher form. They have two primary paths, towards becoming "Geniuses", or spirits of inspiration which often tie themselves to a location, or becoming "Anima", which incarnate as living beings.  Those that will become Genii usually attune themselves to a Nexus, but some choose to attune to an artificer. Those that will become anima typically attune themselves to a master of the type of being they wish to become.

Regardless of their path, numina are very willing to serve more powerful beings who can give them the experiences they need to evolve. When they enter service to a master, they take on one of its Countersignatures.

Numina come in 5 increasingly powerful Maturity Levels- Novice, Minion, Competent, Adept, and Sovereign.

Sigils of Light and Energy

Numina look like animated fractal patterns or magical sigils of energy. These patterns are emotionally abstract representations of their Signature, as well as their current mood. Those who know how to interpret them can know almost everything about a numinus just by looking at it- even its true intentions. A numinus' pattern is an expression of their core being, and only Deceptive numina can make theirs lie.

Numina are usually shades and hues of a single color that fits their Signature. They look the same no matter which angle they are viewed from, or who is viewing them. They are something between two and three dimensional beings; orientation has no meaning to them, though this doesn't hinder their ability to approach and avoid things in three dimensions. They understand proximity.

The can choose to give off minor sounds like notes of music, but not vocalizations, unless they have an intelligence of 3 or higher.

Integral Bonds

If they attune to a more powerful being, their patterns and emotional attitudes will often take on aspects of their master, or represent a hidden part of that being. Many an artificer has been frustrated by a numinus that was otherwise valuable, but which took on an embarrassing aspect of their personality.

For each maturity level, the changes from the last level are marked with an asterisk.

Novice Numinus

Tiny Elemental (native), Neutral

Armor Class: 18

Hit Points: 5 (2d4)

Speed: 0 ft., fly 50 ft. (hover)

STR: 10 (+0) DEX: 22 (+6) CON:10 (+0) INT: 1 (-5) WIS: 14 (+2) CHA: 3 (-4)

Skills: Acrobatics, Perception

Damage Vulnerabilities: none.

Damage Resistances: bludgeoning, slashing, piercing, but not magic.

Damage Immunities: none.

Condition Immunities: blinded, deafened, grappled, petrified, poisoned, unconscious

Senses: Passive Perception 10

Languages: None

Challenge: 1 (200)

Ethereal. A numinus can pass back and forth between the Ethereal and Material planes as a bonus action, or can hover on the edge between them. While on the ethereal plane it is invisible to anyone but its master. While on the border it is visible to all. While on the border, or fully on the ethereal plane, it cannot affect or be affected by anything on the material plane. When it enters the material plane it cannot be affect or be affected by anything on the ethereal plane. 

Incorporeal Movement. The Numinus can pass through solid objects and creatures while on the material plane as if they were difficult terrain. If it ends its turn inside an object, it takes 1d10 damage.

Personal Signature. A Novice Numinus has a personal Signature of its type at Rank 1, and no Countersignature by default.

Hold Spell. A numinus can hold a spell on behalf of another creature it is attuned to, to cast it on demand. When the spell is released, its caster level is increased by the Numinus' Nexus Rank, to a maximum of level 9. If it has not cast this spell by the time its master has taken a short or long rest, the spell is lost. 

Actions

Slice. Melee Touch Attack +8 to hit, reach 5 ft., one target. Hit: 1d4+6 (8) slashing damage.

Minion Numinus

Small Elemental (native), Neutral

Armor Class: 18

Hit Points: 7 (2d6)*

Speed: 0 ft., fly 50 ft. (hover)

STR: 10 (+0) DEX: 22 (+6) CON:10 (+0) INT: 3 (-4)* WIS: 14 (+2) CHA: 3 (-4)

Skills: Acrobatics, Perception

Damage Vulnerabilities: none.

Damage Resistances: bludgeoning, slashing, piercing, but not magic.

Damage Immunities: none.

Condition Immunities: blinded, deafened, grappled, petrified, poisoned, unconscious

Senses: Passive Perception 10

Languages: Imperial Common (Common)

Challenge: 2 (450)

Ethereal. A numinus can pass back and forth between the Ethereal and Material planes as a bonus action, or can hover on the edge between them. While on the ethereal plane it is invisible to anyone but its master. While on the border it is visible to all. While on the border, or fully on the ethereal plane, it cannot affect or be affected by anything on the material plane. When it enters the material plane it cannot be affect or be affected by anything on the ethereal plane. 

Incorporeal Movement. The Numinus can pass through solid objects and creatures while on the material plane as if they were difficult terrain. If it ends its turn inside an object, it takes 1d10 damage.

Personal Signature. A Minion Numinus has a personal Signature of its type at Rank 2, and no Countersignature by default.

Hold Spell. A numinus can hold a spell on behalf of another creature it is attuned to, to cast it on demand. When the spell is released, its caster level is increased by the Numinus' Nexus Rank, to a maximum of level 9. If it has not cast this spell by the time its master has taken a short or long rest, the spell is lost. 

Actions

Slice. Melee Touch Attack +9 to hit, reach 5 ft., one target. Hit: 1d6+6 (10) slashing damage.

Competent Numinus

Medium Elemental (native), Neutral

Armor Class: 18

Hit Points: 12 (2d8+2)*

Speed: 0 ft., fly 50 ft. (hover)

STR: 10 (+0) DEX: 22 (+6) CON:12 (+1)* INT: 5 (-3)* WIS: 14 (+2) CHA: 3 (-4)

Skills: Acrobatics, Perception

Damage Vulnerabilities: none.

Damage Resistances: bludgeoning, slashing, piercing, but not magic.

Damage Immunities: none.

Condition Immunities: blinded, deafened, grappled, petrified, poisoned, unconscious

Senses: Passive Perception 10

Languages: Imperial Common (Common)

Challenge: 3 (700)

Ethereal. A numinus can pass back and forth between the Ethereal and Material planes as a bonus action, or can hover on the edge between them. While on the ethereal plane it is invisible to anyone but its master. While on the border it is visible to all. While on the border, or fully on the ethereal plane, it cannot affect or be affected by anything on the material plane. When it enters the material plane it cannot be affect or be affected by anything on the ethereal plane. 

Incorporeal Movement. The Numinus can pass through solid objects and creatures while on the material plane as if they were difficult terrain. If it ends its turn inside an object, it takes 1d10 damage.

Personal Signature. A Competent Numinus has a personal Signature of its type at Rank 3, and no Countersignature by default.

Hold Spell. A numinus can hold a spell on behalf of another creature it is attuned to, to cast it on demand. When the spell is released, its caster level is increased by the Numinus' Nexus Rank, to a maximum of level 9. If it has not cast this spell by the time its master has taken a short or long rest, the spell is lost. 

Actions

Slice. Melee Touch Attack +10 to hit, reach 5 ft., one target. Hit: 1d8+6 (11) slashing damage.

Adept Numinus

Large Elemental (native), Neutral

Armor Class: 18

Hit Points: 18 (2d10+6)*

Speed: 0 ft., fly 50 ft. (hover)

STR: 10 (+0) DEX: 22 (+6) CON:16 (+3)* INT: 5 (-3)* WIS: 14 (+2) CHA: 3 (-4)

Skills: Acrobatics, Perception

Damage Vulnerabilities: none.

Damage Resistances: bludgeoning, slashing, piercing, but not magic.

Damage Immunities: none.

Condition Immunities: blinded, deafened, grappled, petrified, poisoned, unconscious

Senses: Passive Perception 10

Languages: Imperial Common (Common)

Challenge: 4 (1,100)

Ethereal. A numinus can pass back and forth between the Ethereal and Material planes as a bonus action, or can hover on the edge between them. While on the ethereal plane it is invisible to anyone but its master. While on the border it is visible to all. While on the border, or fully on the ethereal plane, it cannot affect or be affected by anything on the material plane. When it enters the material plane it cannot be affect or be affected by anything on the ethereal plane. 

Incorporeal Movement. The Numinus can pass through solid objects and creatures while on the material plane as if they were difficult terrain. If it ends its turn inside an object, it takes 1d10 damage.

Personal Signature. An Adept Numinus has a personal Signature of its type at Rank 4, and no Countersignature by default.

Hold Spell. A numinus can hold a spell on behalf of another creature it is attuned to, to cast it on demand. When the spell is released, its caster level is increased by the Numinus' Nexus Rank, to a maximum of level 9. If it has not cast this spell by the time its master has taken a short or long rest, the spell is lost. 

Actions

Slice. Melee Touch Attack +10 to hit, reach 5 ft., one target. Hit: 1d10+6 (12) slashing damage.

Sovereign Numinus

Huge Elemental (native), Neutral

Armor Class: 18

Hit Points: 22 (2d12+8)*

Speed: 0 ft., fly 50 ft. (hover)

STR: 10 (+0) DEX: 22 (+6) CON:18 (+4)* INT: 5 (-3) WIS: 14 (+2) CHA: 3 (-4)

Skills: Acrobatics, Perception

Damage Vulnerabilities: none.

Damage Resistances: bludgeoning, slashing, piercing, but not magic.

Damage Immunities: none.

Condition Immunities: blinded, deafened, grappled, petrified, poisoned, unconscious

Senses: Passive Perception 10

Languages: Imperial Common (Common)

Challenge: 5 (1,800)

Ethereal. A numinus can pass back and forth between the Ethereal and Material planes as a bonus action, or can hover on the edge between them. While on the ethereal plane it is invisible to anyone but its master. While on the border it is visible to all. While on the border, or fully on the ethereal plane, it cannot affect or be affected by anything on the material plane. When it enters the material plane it cannot be affect or be affected by anything on the ethereal plane. 

Incorporeal Movement. The Numinus can pass through solid objects and creatures while on the material plane as if they were difficult terrain. If it ends its turn inside an object, it takes 1d10 damage.

Personal Signature. A Sovereign Numinus has a personal Signature of its type at Rank 5, and no Countersignature by default.

Hold Spell. A numinus can hold a spell on behalf of another creature it is attuned to, to cast it on demand. When the spell is released, its caster level is increased by the Numinus' Nexus Rank, to a maximum of level 9. If it has not cast this spell by the time its master has taken a short or long rest, the spell is lost. 

Actions

Slice. Melee Touch Attack +10 to hit, reach 5 ft., one target. Hit: 1d12+6 (13) slashing damage.

 

When building a numinus, choose one of the following templates to define its type: Aquan, Auran, Cacophonous, Caustic, Charged, Creative, Deceptive, Deranged, Divinatory, Enchanted, Fierce, Frigid, Ignan, Primal,  Psionic, Shielded, Solar, or Terran.

Aquan

Make the following changes to the base numinus creature.

  • The numinus gains a swim speed of 60 ft.
  • It is not considered to end its movement inside an object when it moves through water.
  • It gains resistance to fire.

A novice aquan numinus has the following additional abilities.

Breath of Water. By passing into a creature and taking no other actions, an aquan numinus can grant that creature the ability to breathe water. This ability can also allow water-breathing creatures to breathe while on land.

Create Water (1/day). The numinus can create up to 25 gallons of fresh or salt water per Nexus Rank in a single round, or oversaturate loose earth in a radius of 10 feet per nexus rank, creating muddy, difficult terrain.

Inhabit Water. The numinus can inhabit and animate water. This form gains the numinus's statistics with the following changes: The numinus's immunities change to resistances, and it loses its fly speed. The water vessel gains its own hit points equal to that of the numinus, and takes damage before the numinus (treat these as temporary HP). If the vessel is destroyed, the numinus may escape to the ethereal plane as a reaction. It may use its Slice attack while inhabiting water.

Anarchic

Make the following changes to the base numinus creature.

  • Alignment becomes chaotic neutral.
  • Intelligence increases by +2.  
  • Charisma increases by +10.

A novice anarchic numinus has the following additional abilities.

Seed of Chaos. The numinus can grant advantage to any checks related to sowing chaos or disorder for 1 minute.

Power of Chaos(1d3/day). The numinus must roll on the random numinus table, and select one daily attack or other power from that numinus. If this attack or power can select for targets, the numinus does not have the ability to do so. When it uses it, it must roll another. If it chooses the axiomatic numinus's Edict of Fate ability, the numinus must roll a d20 every time that it uses it, to find the value that it can force others, and it uses use this value while it waits to unleash it. The numinus has 1d3 uses, and do not need to change abilities until they are expended. Anarchic numina are amused by mimicking lawful creatures.

Auran

Make the following changes to the base numinus creature.

  • Strength increases by +10.

A novice auran numinus has the following additional abilities.

Gift of Breath. By passing into a creature and taking no other actions, an auran numinus can allow the creature to breathe freely regardless of the environment. The creature gains resistance to poison against attacks that foul the air.

Rising Wind. The air numinus can lift small objects that weigh under 50 pounds 10 feet per round through the air. It can carry this much weight at all times.  

Inhabit Air. The numinus can inhabit and animate a whirlwind of air. This form gains the numinus's statistics with the following changes:  It can carry weight up to its maximum encumbrance value by slowing down to a movement speed of 30 feet, while traveling along the ground. The air vessel gains its own hit points equal to that of the numinus, and takes damage before the numinus (treat these as temporary HP). If the vessel is destroyed, the numinus may escape to the ethereal plane as a reaction. Furthermore, while inhabiting air, the numinus gains the following attack action:

Buffeting Wind. The Numinus may use its Slice Attack to deal bludgeoning damage.

Axiomatic

Make the following changes to the base numinus creature.

  • Alignment becomes lawful neutral.
  • Intelligence increases by +2.
  • Charisma increases by +10.

A novice axiomatic numinus has the following additional abilities.

True Oath (3/day). The numinus can grant advantage to any checks related to fulfilling the law or a promise for 1 minute.

Edict of Fate. When the numinus enters play, whoever is controlling it may choose a value of either 5, 10, 15, or 20 to assign it to the time of dawn. At noon, dusk, and midnight, this value progresses along the following pattern: 5,10,15,20,15,10,5...

It uses this value in place of its own rolls.

As an action, the numinus may force a creature to make a saving throw vs. DC equal to (11+ the Numinus' Nexus Rank) or take this number as the value of the next d20 roll of its choice. This saving throw is forced even against friendly creatures, but they may willingly fail it. When it uses a number in this way, it cannot force a creature to use that same value again until the next day.

Benevolent

Make the following changes to the base numinus creature.

  • Alignment becomes neutral good.
  • Intelligence increases by +2.
  • Charisma increases by 10.

A novice benevolent numinus has the following additional abilities.

Prosperity of Virtue (1/day). The numinus can grant advantage to any checks to perform actions that are truly good for 1 minute. 

Bolstered Healing. All healing done within 15 feet of the numinus is doubled. The numinus can personally benefit from this ability.

Sacrifice the Spark. The numinus can enter a creature and sacrifice itself to cast the revivify spell on a creature that has died within one minute. A creature that orders the numinus to perform this deed has their alignment shifted to evil until they atone, and cannot ever call another benevolent numinus again.

Cacophonous

A novice benevolent numinus has the following additional abilities.

Amplify. The numinus can grant advantage to any perception checks that involve sound for 1 minute.

Throw sound. The numinus can cause a sound within 15 feet to appear to originate from any point within 100 feet rather than the place it truly originates from. The true nature of this effect can only be discerned by magical means.   

Phonic Burst (Recharge 5-6). The numinus can force any targeted creatures within a 5 foot radius to make a DC equal to (11+ the Numinus' Nexus Rank) Constitution saving throw or take 1/2 the numinus' HD in thunder damage, and be deafened for 1 round. On a success, creatures take half damage, and are not deafened. This ability can also target a single object, which is obviously not deafened.

Caustic

A novice caustic numinus has the following additional abilities.

Caustic Reversal. The numinus can neutralize acids and bases (which are all referred to as acids in the game). It can destroy up to a gallon of acid in one minute. It can also inhabit a creature or object and grant immunity to acid while it is there.

Dissolve (1/day). The numinus can completely dissolve up to a 10 foot cube per Nexus Rank of organic material in 1 minute. This amount may be broken down into 5 foot cubes, as long as they are contiguous. Creatures that can move get out of the way before they take damage.  

Acrid Cloud (1/day). The numinus can create a cloud of acid. All creatures within 15 feet must make a DC equal to (11+ the Numinus' Nexus Rank) constitution save or take 1/2 the Numinus' HD in acid damage if they fail the save. On a success, they take half damage.

Charged

Make the following changes to the base numinus creature.

  • Fly speed increases to 100 feet.

A novice charged numinus has the following additional abilities.

Electrocute (1/day). The numinus can electrify a surface such as the ground. One creature within a 5 foot radius that is touching the surface must make a DC equal to (11+ the Numinus' Nexus Rank) dexterity save or take its Nexus Rank in ongoing lightning damage and be restrained if they fail the save. They may repeat this save at the end of each of their turns. The numinus can continue this attack for a maximum of 4 rounds.

Inhabit Lightning. As a reaction to the activation of a source of lightning damage that crosses within 100 feet, even from a spell, the numinus may inhabit it, optionally changing its target within the effect's remaining range, and without altering its damage. When the lightning deals its damage, the numinus is healed to full hit points, and has advantage on its next check.

Creative

A novice creative numinus has the following additional traits.

Bond of Creation. The numinus is destroyed if it ever deals damage. It may do so to protect an ally.  

Creative Urge. The numinus can inhabit a growing thing to cause it to reach maturity in 1/10th its normal time (but not age beyond that point).  

Surge of Creation. The numinus can help a creature within 15 feet craft at 2 times their normal speed, without affecting the item's cost.

Manifestation (1/day). The numinus can conjure a copy of any object worth up to 5 gp per Nexus Rank, that it has seen. The item must weigh no more than 10 pounds. The item is of fair quality, fine beauty, and is permanent.

Deceptive

Make the following changes to the base numinus creature.

  • Intelligence increases by +7.
  • Charisma increases by +10.
  • It gains 3 languages.

The numinus is proficient in Deception and Stealth.

A novice deceptive numinus has the following additional abilities.

Speech. The numinus can speak if it chooses to. It knows one language.

Deep Invisibility. The Numinus is invisible by default, and can only be perceived with Truesight unless it wants to be.

Disguise. The numinus can appear as any other type of Numinus, and gains any movement types it might have, but at it's normal speed.

Shadows and Distractions (1/day). The numinus can cause creatures within 15 feet to have disadvantage to Perception and Investigation checks, or saving throws to see through illusions for 1 minute. 

Mendicant's Ally (1/day). The numinus can grant advantage to deception and stealth checks within 15 feet for 1 minute.

Inhabit Illusion. The numinus can enter into an illusion, giving it the semblance of reality. One illusory form becomes infused with shadow stuff, and becomes a vessel until the illusion's duration runs out. The vessel can manipulate objects and carry weight up to the numinus's maximum encumbrance. It can speak in any language the numinus has speaks, using any voice it has heard. It gains its own hit points equal to that of the numinus, and takes damage before the numinus (treat these as temporary HP). If the vessel is destroyed, the numinus may escape to the ethereal plane as a reaction. Furthermore, the numinus may use its Slice attack to deal force damage as a Slam attack.

Deranged

Make the following changes to the base numinus creature.

  • Intelligence increases by +10.
  • Alignment becomes chaotic neutral.

A novice deranged numinus has the following additional abilities.

Hallucinations (1/day). The numinus can cause a creature within 15 feet that fails a DC equal to (11+ the Numinus' Nexus Rank) Wisdom saving throw to have disadvantage on perception and investigation checks, and to see false images if they fail these checks. They may repeat this save every minute.  

Meaningful Object (1/day). As an action, the numinus can inhabit an object and warp the minds of those around it. The numinus can choose to cause target creatures within 30 feet to make a DC (11+ the Numinus' Nexus Rank) Wisdom save or be frightened, or make a DC (11+ the Numinus' Nexus Rank) Wisdom saving throw or be charmed relative the object. If frightened, they will want to prevent others from angering it while avoiding it themselves, and if charmed they will seek to protect and comfort it, letting no one else near. The numinus can communicate with anyone who is frightened or charmed by this ability, and they will think that the object is doing so. Creatures may repeat this saving throw at the end of each of their turns. Once affected by this ability, the creature cannot be affected by it again for the rest of the day.  

Divinatory

Make the following changes to the base numinus creature.

  • Intelligence increases by +7.
  • Wisdom increases by +12.

A novice divinatory numinus has the following additional abilities.

Vast Awareness. A divinatory numinus can sense everything within 100 feet of it, even objects inside other objects. It has all five normal senses, true sight, and darkvision.  

Grant Sight. The numinus can choose to share its own perceptions with any beings within 100 feet. This is not an action. 

Moment of Terror (1/day). The numinus can show a being the moment of its greatest fear, in the past or future. One creature within 15 feet of the numinus must make a DC (11+ the Numinus' Nexus Rank) Wisdom save or take 1/2 the Numinus's Hit Dice in psychic damage and be stunned for 1 round. Once a creature has been affected by this ability, they cannot be affected by it for the rest of the day.

Enchanted

Make the following changes to the base numinus creature.

  • Charisma becomes increases by +10.

A novice enchanted numinus has the following additional abilities.

Charm Numinus (1/day). The numinus can target a specific other numinus within 100 feet. This other numinus will serve it for one hour.

Glamour (1/day). All creatures within 15 feet of the numinus must make a DC equal to (11+ the Numinus' Nexus Rank) Charisma Save or be charmed relative to the numinus and its master, if any. They may repeat this save at the end of each of their turns. 

Horror (1/day). All creatures within 15 feet of the numinus must make a DC equal to (11+ the Numinus' Nexus Rank) Charisma Save or be frightened relative to the numinus and its master, if any. They may repeat this save at the end of each of their turns.  

Fierce

Make the following changes to the base numinus creature.

  • Strength increases by +10. 
  • Constitution increases by +2. 
  • Hit Points increase accordingly.

A novice fierce numinus has the following additional abilities.

Brutal Slash. The Numinus's Slice attack deals double damage.    

Frigid

A novice frigid numinus has the following additional abilities.

Forge Ice (1/day). The numinus can create that is a 10 feet cube per Nexus Rank of the Numinus, over the course 5 rounds. This cube can broken up into smaller, contiguous 5 foot cubes, as long as the final frozen area is no larger than 10 feet by the numinus' nexus rank. The object remains frozen for one hour.

Flash Freeze (1/day). The numinus can cause the local temperature to instantly drop. All creatures within 15 feet must make a DC (11+ the Numinus' Nexus Rank) Constitution save or take 1/2 the numinus's HD in cold damage if they fail the save. On a success, they take half damage.

Inhabit Ice. The numinus may take an action to inhabit a small chunk of ice or snow. The vessel gains the numinus's statistics with the following changes: in the ice, the numinus's immunities change to resistances, and it loses its fly speed but gains a movement speed of 30 ft. The vessel gains its own hit points equal to that of the numinus, and takes damage before the numinus (treat these as temporary HP). If the vessel is destroyed, the numinus may escape to the ethereal plane as a reaction. Furthermore, the numinus can use its Slice attack to deal cold damage.

Ignan

A novice ignan numinus has the following additional abilities.

Ignite. The numinus can ignite flammable objects.

Burn. The Ignan numinus may use its Slice attack to deal fire damage. 

Fireproof (1/day). The numinus can inhabit a creature or object to render it immune to fire for 1 minute.

Inhabit Flame. The numinus may take an action to inhabit a small flame. This flame gains the numinus' statistics with the following changes; in this fire, it loses its fly speed but gains a movement speed of 40 ft. The vessel gains its own hit points equal to that of the numinus, and takes damage before the numinus (treat these as temporary HP). If the fire is destroyed, the numinus may escape to the ethereal plane as a reaction. Furthermore, the flame gains the following ability: (Inhabit Flame) Flame Burst (recharge 6). Everyone within a 10 foot radius must make a dexterity saving throw or take the numinus' HD in fire damage. On a success, they take half.

Primal

Make the following changes to the base numinus creature.

  • Alignment becomes Unaligned.
  • Strength increases by 10.
  • The numinus gains multiattack, which allows it to attack twice per round.

A novice Primal numinus has the following additional ability.

Unleash the Beast (1/day). The numinus can attempt to partially possess (inhabit) a creature, in order to change in into a more primal form. The creature must make a DC (11+ the Numinus' Nexus Rank) Charisma Saving throw be altered in the following ways: They increase one size category. Their Intelligence and Charisma become 3 unless they are lower, their Strength becomes equal to the Primal Numinus' if it is lower than that, they gain an extra (multiattack) claw, bite or other attack appropriate to their form that deals 1/2 the Numinus' HD in piercing damage. Every round, they must roll 1d4.

  • If they roll 1-2, they must attack any creatures they can see.
  • If they roll 3-4, they must take the dash action to get away from the battle.
  • If they roll 5-6, they may choose their action, but do not know friend from foe. The creature may repeat this saving throw at the end of each of their turns to end the effect, expelling the numinus.

At the end of this effect, they are stunned for 1 round.   

Profane

Make the following changes to the base numinus creature.

  • Alignment becomes neutral evil.
  • Intelligence increases to 6.
  • Charisma increases to 14.

A novice Profane numinus has the following additional abilities.

Bolster Wickedness (1/day). As an action, the numinus can grant advantage to any creatures within 30 feet that are committing evil acts for one minute.

Trip (Recharge 5-6). As reaction to another creature taking the move or dash action, the numinus can animate small objects in the area to attempt to trip a target. The creature must make a DC (11+ the Numinus' Nexus Rank) dexterity saving throw or be knocked prone and take 1/2 the numinus' HD in bludgeoning damage.

Bleed. Creatures that it hits with its Slice attack take the numinus' Nexus Rank in ongoing damage at the end of each round until they make a DC equal to (11+ the Numinus' Nexus Rank) Constitution save, which they make at the end of the round, before taking the damage. 

Psionic

Make the following changes to the base numinus creature.

  • Intelligence increases by +12.
  • It gains immunity to psychic damage.

A novice Psionic numinus has the following additional abilities.

Perfect Telepathy. A psionic numinus can communicate telepathically with anyone within 100 feet, and they can communicate with it, regardless of language barriers. It may send words, images, sounds, or even its own perceptions. It can serve as a relay to allow the same type of communication among any intelligent beings in the area.

Psychic Fortitude. As a reaction, psionic numina can grant any creatures within 15 feet advantage to saving throws against attacks that deal psychic damage for 1 minute.

Psychic Shock (Recharge 5-6). One targeted creature within 15 feet must make a DC  (11+ the Numinus' Nexus Rank) Intelligence Saving throw or take 1/2 the numinus' HD in psychic damage and be stunned for 1 round if they fail the save. On a success, they take half damage and are not stunned.

Shielded

Make the following changes to the base numinus creature.

  • AC improves to 22.
  • Constitution increases by +4.
  • Hit Points change accordingly.
  • It gains immunity to force damage.
  • It gains resistance to all other types of damage.

A novice shielded numinus has the following additional abilities.

Guardian Stance. The shielded numinus may choose to intercept any one attack (except psychic attacks) that targets a creature within 5 feet of it. When it does so, the numinus becomes the new target, and the attack must target its AC or saving throws.

Resilient (1/day). When the shielded numinus takes damage that would bring it to 0 hp, it may instead drop to 1 hp, and shift to the ethereal plane to heal. It takes one day to recover its HP naturally.   

Solar

Make the following changes to the base numinus creature.

  • Wisdom increases by +4.
  • It gains immunity to radiant damage.

The novice solar numinus gains the following abilities:

Illumination. The numinus casts bright light in a 30 foot radius, and dim light for another 30 feet. As an action, it can brighten itself and highlight the objects in an area, granting anyone within 30 feet advantage to perception checks that involve vision for 1 minute.

Solar Flare. The numinus can burn brightly to deal damage. Targets within 15 feet take 1/2 the Numinus' HD in radiant damage, and must make a Constitution Saving Throw at DC equal to (11+ the Numinus' Nexus Rank) or be blinded for 1d4 rounds.

Terran

Make the following changes to the base numinus creature.


  • Strength increases by +10.
  • Dexterity becomes 10 (+0).
  • Constitution increases by +2.
  • Hit points increase accordingly.  
  • Fly speed is reduced to 30 ft.
  • It is not considered to end its movement inside an object when it moves through earth or stone.

A novice terran numinus has the following additional abilities.

Miner's Friend (1/day). By working for 10 minutes, the numinus can separate minerals from a 10 foot cube (per nexus rank) of stone into their constituent parts, and refine them to perfect purity. This can also be used to destroy a like amount of stone as an action that creates unrefined rubble. This area can be broken up into up into contiguous 5 foot cubes. 

Inhabit Boulder. The numinus may take an action to inhabit a small boulder. This boulder gains the numinus's statistics with the following changes: In this boulder, the numinus's immunities change to resistances, and it loses its fly speed but gains a movement speed of 20 ft. The boulder gains its own hit points equal to that of the numinus, and takes damage before the numinus (treat these as temporary HP). If the boulder is destroyed, the numinus may escape to the ethereal plane as a reaction. Furthermore, the boulder may use its Slice attack to deal bludgeoning damage.