5e Creatures – The Neverborn

The Neverborn are creatures created from the psychic echoes of those who – for whatever reason – never got the chance to live. The Neverborn are hateful creatures who abhor life and happiness and who wish to cause pain, misery, and death.
Neverborn “haunt” places most frequented by children and latch onto an especially happy or loved child. After the Neverborn has chosen its victim it sets to work turning the child’s happy life to one of pain and misery. Unfortunately only the haunted child can see the Neverborn and any attempts by the child to reveal the foul creature end up back firing on the child causing him or her to become more isolated and further destroying the once happy life he or she had.
Neverborn
Medium Undead
Armor Class 18
Hit Points 300
Speed 30 ft.
STR -4 DEX +4 CON +5 INT +6 WIS 0 CHA -3
Damage Immunities – cold, necrotic, poison
Damage Resistance – acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities – charmed, exhaustion, frightened, grappled, paralyzed, petrified, poison, prone, restrained
Senses Dark Vision 120 ft, Passive Perception 14
Languages Telepathy
Innate Spellcasting – The Neverborn’s innate spellcasting ability is intelligence (spell save 14 + 4). It can innately cast the following spells without components:
at-will: Detect Thoughts, Mage Hand
3/day: Telekinesis, Wall of Force
Challenge Level 11/7,200
Actions
Multiattack – The Neverborn can make two attacks
Attack – Barbed Tongue – Melee weapon; attack +7, reach 15 ft, one-target; Hit 22 (4d8+4) psychic damage
Mindlash (Recharge 4-6) – The Neverborn lashes out at in a 60′ sphere around itself with psonic energies. Every creature in that area must succeed a DC 18 Intelligence saving throw or take (4d10+4) psychic damage and be stoned for 1d4 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonded Visage – The Neverborn is both invisible and incorporeal to all but the mortal child it has bonded with. Only true belief in the child’s tale can give a non-bonded mortal sight of the Neverborn.
Legendary Actions
Lair Actions
When fighting within a place claimed as the lair of a Neverborn the creature can invoke the ambient magic of the area to take lair actions. On initiative count 20, the Neverborn can take one lair action to cause one of the following effects:
An area that is a 60 foot sphere becomes filled with an ink-like darkness totally obscuring the vision of all within except the Neverborn and the child it is bonded with. Until initiative count 20 on the next round the affected area is considered difficult terrain.
The lair begins to fill with memories of those within the lair’s past. These memories start normal but slowly twist into horrible new memories that the affected creatures begin to remember as actual truth if they do not succeed a DC 20 intelligence check. All affected by this affect are stunned for 1d6 rounds.
Regional Affects
The home containing a Neverborn is warped by the creature’s unnatural presence, which creates one or more of the following effects.
Creatures within the home of the Neverborn have horrible nightmares usually of the bonded child doing horrible things to them.
The taint of the Neverborn causes paint to fade, wood to rot and metal to rust slowly but at a pronounced rate, causing the sense of gloom to increase in the affected area.

If the Neverborn dies, these effects fade over a course of 1d4 days.

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