The Apathy
As artists, we have all had days when we felt too unmotivated, too uncreative, or just too tired to produce anything, or even do anything. The Apathy is that feeling personified, seasoned liberally with psychic damage and debuffs. This creature should be a fun creature to use to confuse and disrupt your players, either as a solo monster sneaking up on them, or as a supporter of a more straightforward monster. We are, as always, eager to hear how it goes for you.
This monster grew from a suggestion left by someone for us on Twitter, when we put out a request for projects people wanted to see made. We didn't get as much of a response as we had hoped for, but luckily for us, the suggestion we did get was a winner! We'll count it as a win, in the end.
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The Apathy
The Shadowfell saps away the will, creativity, and inspiration of those unfortunate enough to reside there. The Apathy are the resulting husks born from the emptiness of the uninspired. These sorrowsworn seek inspiring works of art to suck out the spark of creation that went into making it, leaving locations and objects bleak and colorless versions of themselves, mirroring the Shadowfell. When they find a creature brimming with enthusiasm, they cling to them, consuming memories and passion until they are as empty as the Apathy.
The Apathy
Medium monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., climb 30 ft.
STR 13 (+1)
DEX 17 (+3)
CON 15 (+2)
INT 6 (-2)
WIS 18 (+4)
CHA 4 (-3)
Skills Perception +7, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 5 (1,800 XP)
Empty Atmosphere. Each creature that starts its turn within 60 feet of the Apathy must succeed on a DC 15 Wisdom saving throw or become charmed until the start of its next turn. While charmed in this way, affected creatures become indifferent towards all creatures they are hostile towards for the duration. On a successful saving throw, the creature is immune to the Apathy’s Empty Atmosphere for 24 hours.
Innate Spellcasting. The Apathy’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: calm emotions
3/day: modify memory
1/day: slow
Actions
Memory Leech. A creature within 5 feet of the Apathy must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 27 (6d8) psychic damage and suffers from the following effects until the start of the Apathy’s next turn or until the Apathy is more than 5 feet from the creature:
The Apathy becomes hidden from the creature and the creature forgets it was there.
The creature has disadvantage on all attack rolls and ability checks.
The Apathy always remains within 5 feet of the creature unless forced away.
The creature's movement speed is halved.
On a successful save, the creature takes half damage and is not further affected.
Reactions
Consume Inspiration. When a creature within 30 feet of
the Apathy makes an attack roll or ability check with
advantage, the Apathy can use its reaction to have the
creature roll without advantage. The creature then
takes 18 (4d8) psychic damage, and the Apathy regains hit points equal to the amount of damage dealt.