Blood Jar

A gift from a Great Old Patron to a Warlock servant eons ago that has made its way from one dark master to another, the jar appears as a wide mouthed glass jar (of poor quality, foggy and dirty looking glass) with an equally wide (4 inches across) stopper of old hardened cork. The contents of the jar are dark maroon and brown swirling, almost black. It weighs 10lbs. Prying the lid loose takes a bonus action and a Str(Athletics) DC 8. Once open the contents surge and roll like boiling and swelling--the stink of it is overwhelming (anyone within 5ft at the start of their turn will need to make a Con save DC 10 or double over in pain and wretch away their action, though they can move and bonus still).

On the start of the PC's turn after the jar is opened, something starts crawling out... a thing like a malformed version of that thing in Alien that popped out of the guys chest... a knotty, boney little hand comes out first, and a malformed head like a half-rotted peach with clear and piercing blue eyes, all covered in blackish brownish spoiled blood pulls its tiny body free. The Jarspawn lives in the inter-dimensional space that is the blood of the jar. Dispelling has no effect.

Once free, it goes at the very end of the round after everyone else has gone. It has an AC of 8 and as many hitpoints as days since a Jarspawn was last released. It moves 10ft with a fierce intelligence and tries to enter the body of the nearest living creature.

Athletics +2 (for climbing something's body, raise or lower the DC as appropriate for how hard it might be for some or others given their attire or height). Getting it off of you is a shove action. It doesn't attack, even its biting is ineffective for damaging anything if it tried. It's musculature is relatively weak. Should it get to something's mouth, It attempts to crawl inside. As its shimmying into their mouth--the taste is fetid, lots of nausea, this should be uncomfortable beyond reckoning. DC is the target's dex score versus the Jarspawn's athletics.

This is accomplish-able in one turn, though very VERY likely this will take many tries to get this far... climbing, climbing, trying to crawl in, trying to crawl in...

Once inside target takes 1 damage (slashing) at the beginning of their turn until its out. If out of combat, take 2 per hour.

Getting it out requires a Long Rest (spent drinking and heaving and drinking more and heaving and forcing one's self to vomit for most of a night); can be done in a Short Rest if being helped by another. Something that causes magical sickness that could include thorough vomiting could do it faster.

The Jarspawn does not sleep. It does not do anything else. A successful grapple and move, and it can be put BACK in the Jar. Any other confinement and it will waste away quickly and die within days. Then be reborn in the jar. To reactivate, the lid needs to be on the jar for at least 24 hours, then the Jarspawn has 1hp and is reborn.

it's a slow... minorly offensive... unreliable battle partner. Its the sort of thing one whips out and runs from so as not to be closest to it at the start of its turn. It's all for shock and horror (and enough damage to kill a commoner within a day or two and an adventurer within a week if left without healing or vomiting.