Entity Malevolent Spirit
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Time Out was born from the ripples of space-time, created as a malevolent force to balance the evil desires and misbehavior of children. It watches from the corners, its dark eyes and wicked grin a constant reminder of the consequences of disobedience. Misbehaving children are its primary targets, as it drips its rotting blood upon them, instilling fear and punishment. However, Time Out soon realized that even good children were not safe, and it began to follow them, constantly reminding them of their potential for wrongdoing.
Time Out is a tall, skinny figure with long, pale limbs and rotting flesh. Its body is hunched and twisted, with patches of decaying skin hanging loosely from its bones. Its face is elongated, with sunken, hollow eyes that emit a faint red glow. Its teeth are sharp and jagged, poking out from its wicked grin. Time Out's entire body is covered in a slimy, black substance, and it constantly bleeds a red, insect-filled liquid that drips from its body, leaving a trail of terror in its wake.
Time Out's existence is shrouded in mystery. It is uncertain how or why it was created, but its purpose is clear - to spread fear and punishment among children. Beneath its terrifying exterior, there lies a deep-rooted desire to instill obedience and discipline in young minds. Time Out derives pleasure from the terror it inflicts, reveling in the power it holds over the innocent. Its true nature and origins remain unknown, as it lurks in the shadows, forever haunting the dreams and nightmares of children.
Race: Entity
Class: Malevolent Spirit
Age: Unknown
Alignment: Chaotic Evil
Languages:
Common Tongue
Accent:
Time Out speaks in a chilling, raspy voice, with a dark, sinister accent that sends shivers down the spine.
Personality:
Time Out is sadistic, taking pleasure in the fear and punishment it inflicts upon children. It is relentless in its pursuit of its targets, constantly reminding them of their potential for wrongdoing. It is cunning and manipulative, always finding new ways to instill terror. Time Out revels in chaos and disorder, enjoying the power it holds over its victims. It is a creature of the shadows, lurking in the darkness, feeding off the fear it creates.
Fearful Presence
Time Out's mere presence instills fear in all who behold it. Those who gaze upon its horrifying form are overcome with terror, their hearts racing and their bodies trembling.
  • Causes all nearby creatures to make a Wisdom saving throw or become frightened for 1 minute.

  • Blood Drip
    Time Out constantly bleeds a red, insect-filled liquid that drips from its body. This blood possesses a malevolent power, capable of inflicting pain and terror upon its victims.
  • Causes 1d6 psychic damage to any creature it touches with its blood.
  • Inflicts fear upon any creature it touches, causing disadvantage on all saving throws for 1 minute.

  • Shadow Step
    Time Out has the ability to teleport through the shadows, appearing and disappearing at will. This allows it to stalk its victims and strike fear into their hearts.
  • Can teleport up to 60 feet as a bonus action.

  • Nightmare Manifestation
    Time Out has the power to manifest the nightmares of children, bringing their darkest fears to life. It uses this ability to torment its victims and further instill fear within them.
  • Summons terrifying illusions tailored to the fears of its victims.
  • Inflicts psychic damage and fear upon those affected by the illusions.

  • Eternal Vigil
    Time Out is constantly watching, always vigilant for any signs of misbehavior or potential disobedience. It can sense even the slightest wrongdoing and will not hesitate to punish those who deserve it.
  • Can detect any misbehavior or potential disobedience within a 100-foot radius.

  • Nightmare Pendant
    The Nightmare Pendant is a small, black pendant adorned with a single, blood-red gem. It is a powerful artifact that embodies the essence of fear and nightmares. When worn, it enhances Time Out's abilities and grants it control over the nightmares of its victims.
  • Increases the potency and duration of Time Out's Nightmare Manifestation ability.
  • Allows Time Out to enter the dreams of its victims and manipulate their nightmares.
  • Fear's Grasp
    Fear's Grasp is a spectral hand that Time Out summons from the shadows. It has the power to drain the courage and strength from its victims, leaving them weak and paralyzed with terror.
  • Inflicts psychic damage and causes paralysis on a successful hit.

  • Shadow Cloak
    A tattered cloak made of pure darkness, the Shadow Cloak grants Time Out the ability to blend into the shadows and move undetected.
  • Grants advantage on Stealth checks when in dim light or darkness.

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