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Relinquished

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Relinquished - D&D inspired variant

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License
Creative Commons — Public Domain

1. Lore & Background for “Relinquished” in D&D 5e

Relinquished is a fascinating creature to adapt because of its eerie, parasitic nature in Yu-Gi-Oh. Here’s a concept for its lore:

Name: Relinquished
Type: Aberration (or Fiend, depending on tone)
Alignment: Neutral Evil
Origin: Relinquished is said to be the failed experiment of an archmage who sought to merge souls into a singular entity. It now roams the planes, seeking hosts to absorb and feed upon. Its existence is tied to a hunger for identity—it consumes creatures not for sustenance, but to fill the void of its own lost self.

Appearance: A floating, eyeless husk with a single massive eye and writhing tendrils. Its body is a black void, and its surface ripples like liquid shadow.

Behavior:

  • Relinquished stalks intelligent beings, preferring spellcasters and creatures with strong wills.

  • It absorbs victims into its body, leaving behind only husks.

  • It serves as a herald for greater eldritch forces, whispering promises of power to those who dare bind themselves to it.

Hooks for Campaigns:

  • A cult worships Relinquished as a god of identity and assimilation.

  • A wizard’s tower is found abandoned, with journals describing a ritual to summon Relinquished.

  • A kingdom’s leaders vanish one by one, replaced by hollow-eyed impostors.


2. Stat Block (D&D 5e)

Here’s a balanced CR 10 creature stat block:


Relinquished

Large Aberration, Neutral Evil

Armor Class: 17 (natural armor)
Hit Points: 168 (16d10 + 80)
Speed: 30 ft., fly 40 ft. (hover)

STR 16 (+3) | DEX 14 (+2) | CON 20 (+5) | INT 18 (+4) | WIS 16 (+3) | CHA 18 (+4)

Saving Throws: Int +8, Wis +7, Cha +8
Skills: Arcana +8, Perception +7
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed, Frightened
Senses: Truesight 60 ft., Passive Perception 17
Languages: Deep Speech, telepathy 120 ft.
Challenge: 10 (5,900 XP)


Traits:

  • Absorb Essence (Recharge 5–6): When Relinquished hits a creature with its Tendril attack, it can force the target to make a DC 18 Charisma saving throw. On a failure, the creature is absorbed into Relinquished’s body, becoming incapacitated and restrained. Relinquished gains temporary hit points equal to the creature’s hit point maximum.

  • Magic Resistance: Advantage on saving throws against spells and magical effects.

  • Soul Mirror: When targeted by a spell, Relinquished can choose to reflect it back at the caster (once per short rest).


Actions:

  • Multiattack: Relinquished makes two Tendril attacks.

  • Tendril: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage plus 10 (3d6) psychic damage.

  • Eye Beam (Recharge 4–6): Fires a beam of void energy in a 60-ft. line, 5 ft. wide. Each creature in the line must make a DC 18 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a success.

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