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Cachou

From the distant reaches, beyond the known galaxies, the Cachou's insatiable hunger turned everything and anything into sugary nightmares. Even once consuming the core of a planet, nearly causing its collapse. She is a grotesque candy-coated horror with licorice tendrils, caramelized eyes and a marshmallow-soft mouth that opens four ways.   With a single bite, she would transform her would-be-meals into her sugar-based minions. Their skin turns brittle and crystalline, their veins filled with a thick, syrupy substance to replace their blood. Under her thrall, these sugar zombies would mindlessly serve her, spreading her curse to anyone they encountered.   Desperate to stop her, a combination of powerful spells lured the candy menace to the center of the stadium. Once there, she was pulled into the grasp of a sphere and floated helplessly, unable to reach the walls of her prison. Held in place with chains forged from the dreams of innocent children.
— document from the Library Of Miltral

Summary

Cachou is a singular extra-dimensional entity that was uniquely hostile within Manidweepa - in comparison to other new arrivals. While sentient and sapient, she was unwilling to stop terraforming her immediate vicinity to a crystalline-based ecosystem. Stories say that her motivation was as much familiarity, as it was satisfaction. She would attempted to gouge on every victim before they'd turn into a half-eaten trall. Then she'd order them to spread and try to eat something else.

Historical Basis

Given the suggestion to her anatomy, it might be she could not satisfy some physiological need and was driven to maddness.
— scientific theory from the Creature Conservatory
Evidently, she has the ability to transmute any matter she bites into repeating patterns of sucrose molecules. The transformation is an exothermic process requiring an unspecified ration of nonmetallic chemical elements in the carbon family to water. As a result, an extreme effort was enacted to either destroy or trap Cachou in the Mucube Complex. However, Cachou would necessitate her own prison especially for her with unique extra spatial qualities.

Variations & Mutation

Broad Transformed Minions

Sweet Tooth
STRDEXCONINTWISCHA
7 (-2)20 (+5)16 (+3)13 (+1)10 (+0)16 (+3)
Armour Class: 18
HP: 140 ( )
Speed: 30ft
Saving Throws: DEX +6, CHA +7
Abilities:
  • Dagger: d6+5 damage and for each round the dagger hits, add d4 extra damage
  • Ammunition Projectile: d8+5 plus choose one effect per round:
    1. Succeed a DC 12 STR check will be restrained for one round
    2. Make a second attack roll with disadvantage to hit a different target within 20ft
    3. Target has disadvantage on their next attack
    4. Sticks to target dealing two acid damage per round until unstuck as an action
  • Gummi
    STRDEXCONINTWISCHA
    12 (+6)10 (+0)18 (+4)3 (-4)5 (-3)4 (-3)
    Armour Class: 16
    HP: 100 ( )
    Speed: 35ft; burrow 20ft
    Saving Throws: CON +5, WIS +5
    Abilities:
  • Hyper Lizard
    STRDEXCONINTWISCHA
    15 (+2)10 (+0)13 (+1)7 (-2)12 (+1)7 (-2)
    Armour Class: 15
    HP: 25 ( )
    Speed: 30ft; swim 30ft
    Skills: Perception +3, Stealth +4, Survival +5
    Abilities:
  • Choose weapon: d6+2 piercing, slashing or bludgeoning damage
  • Eat Me
    STRDEXCONINTWISCHA
    8 (-1)16 (+3)15 (+2)8 (-1)12 (+1)17 (+3)
    Armour Class: 13
    HP: 22 ( 5d4+10 )
    Speed: 25 ft., fly 40 ft
    Proficiency Bonus: +2
    Skills: Steath +7
    Abilities:
  • (Recharge 5-6). Targets within a 30-ft cone must make a DC 14 WIS Saving throw or be charmed for 1 minute, gain a fly speed equal to half their walking speed and must use all their movements each turn to move closer to the source. When within 5 ft, or begin their turn there, they are compelled to make a bite attack to deal d4 piercing damage that always hits.
  • When bitten, that bitter takes 4d6 poison damage, or half as much on a successful DC 14 CON saving throw. On a fail, they are also poisoned for 1 minute.
  • Sugar Zombie
    STRDEXCONINTWISCHA
    14 (+2)12 (+1)10 (+0)5 (-3)15 (+2)12 (+1)
    Armour Class: 16
    HP: 12 ([+5/round])
    Speed: 30ft
    Abilities:
  • Claw: d4+4 damage
  • For 3 rounds, choose:
    1. Haste:
      • +2 to AC
      • Double speed
      • Advantage on DEX saves
      • 1 extra action
    2. Frenzy:
      • 5 temporary HP at the start of every turn
      • Advantage on STR checks
      • Deal 2 extra damage
  • Afterwards, suffer 4 rounds of:
    • Disadvantage on attack rolls, ability checks and saving throws
    • Half speed
    • Half hp max
  • Hard Candy
    STRDEXCONINTWISCHA
    11 (+0)16 (+3)15 (+2)2 (-4)9 (-1)8 (-1)
    Armour Class: 13
    HP: 13 ( 2d8+4 )
    Speed: 30
    Abilities:
    • Melee: 2d8 cold damage
    • After taking fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn
      • While on fire, it deals an additional d10 fire damage when it hits with a melee attack
      • Targets that start their turn grappling or being grappled take d10 fire damage and have disadvantage on checks made to escape the grapple
      • Can douse the flames by using its action to stop, drop and roll; becoming prone.
    • Advantage on saving throws against magical effects
    • Slam: d12+3 bludgeoning damage
    Syrupy Mist
    STRDEXCONINTWISCHA
    15 (+2)6 (-2)14 (+2)2 (-4)6 (-2)1 (-5)
    Armour Class: 8
    HP: 45 ( 6d10+12 )
    Speed: 10 ft., climb 10 ft.
    Abilities:
    • Can move through a space as narrow as 1 inch wide without squeezing
    • Tentacle: 2d6+2 bludgeoning damage plus 3 d6 acid damage
    • If medium or larger and subject to lightning or slashing damage, it splits into two if it has at least 10 hp. Each new one has:
      • hp equal to half the original, rounded down
      • one size smaller than the original
    • Gains temporary hp equal to the fire damage of the attack. If these temporary hp exceed its current hp, it is paralyzed.
    • Treats water as if it were acid:
      • Every gallon of water deals 2d6 damage.
      • If in a light rain, it takes d6 at the start of each of its turns.
      • If at least half its body is submerged, it takes 10d6 damage at the start of its turn
    Targets within 60ft, who can smell must make a DC 18 WIS saving throw or be charmed for the next 10 minutes. During this time, the target can take no actions, but can attempt a DC 18 WIS saving throw at the end of each of their turns to end the effect early.
    — A trail of twisted, candy-coated corpses floating in the vacuum, each one a grotesque reminder of insatiable hunger.

    Cultural Reception

    Cachou's story is best remembered by the Laplwyds who retold it to Zanetti when contrasting how other species adapted to their new reality. Though largely a villain, a few philosophizers do acknowledged her inherent desire for continuity from her previous life. Whatever it may have been. That many newcomers have felt the same way without resorting to her actions is cited as the point of the tale.

    Related Ethnicities
    Related Species
    Related Locations
    Related Items

    Cachou

    STRDEXCONINTWISCHA
    14 (+2)10 (+0)23 (+6)14 (+2)16 (+3)19 (+4)
    Armour Class: 16
    HP: 212 ( 17d12+102 )
    Speed: 40 ft., climb 40 ft., fly 60 ft.
    Saving Throws: DEX-2, CON+9, WIS+5, CHA+8
    Proficiency Bonus: +3
    Skills: Magic +4, Perception +8, Stealth -5
    Abilities:
  • Must fall at the end of her flying speed
  • Any medium or smaller attacker that hits with a melee weapon attack must make a DC 16 STR or DEX saving throw (their choice) or the weapon becomes stuck and/or grappled (escape DC 13)
  • Targets within 20ft and can see must succeed on a DC 16 WIS saving throw or become bewildered. Victims cannot move and can’t take any actions or reactions. They can remake the saving through at the start of their turns. On a success, they are immune for 24 hours.
  • Bite: 2d6+6 bludgeoning damage plus d6 poison damage. After a target is hit by this attack two times, they must succeed on a DC 13 CON saving throw or become poisoned for 1 minute
  • Tail: 2d10+6 slashing damage
  • Weaknesses:
    1. For every 5ft the cachou moves in water, or for every gallon of water splashed on her, she takes 1 cold damage. If she starts her turn fully submerged, she gains vulnerability to cold damage for the next 2 rounds.
    2. Whenever she takes cold damage equal or higher than her STR score in a single turn, she loses resistance to bludgeoning, slashing and piercing damage for the next 2 rounds.
    3. Whenever she takes fire damage equal or higher than her CON score in a single round, she loses resistance to bludgeoning, slashing and piercing damage for the next 2 rounds.

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