Malevolent Vestige
No. Enc.: 1
Alignment: Chaotic
Movement: 200' (Immaterial/Levitation)
Armor Class: 3
Hit Dice: 8+
Attacks: 1
Damage: 2d6, or 1d4 per Round within Area of Effect
Save: F8
Morale: 6
Special:Unaffected by Charm or Sleep spells. Completely silent, they Move Silently (80%), and if that fails it is because of the reverberation of their internal psychic echoes being felt by their prey. They cannot Hide in Shadows, as they are made up of phantasmal wisps of light and energy. Darkness spells cause them damage (usually 1d6 per level of caster). Continual Darkness forces them to Save or collapse into a form of gritty residue for 1d10 hours. Every 4 points of damage they inflict allows them to drain 1 point from any Attribute for the next 8 turns. Any Attribute drained to zero will cause the victim to become undead (CON), a mindless drone (INT), a quivering host (STR), a petrified fossil (DEX), a mind-draining voidskull (WIS), or a hideous residuum (CHAR).
Broken, fractured things that were once living, thinking beings. They are mindless emotional echoes now, the lingering psychoplasmic residue of the defunct, the fallen, the extinct. Pure instinct and reflex, intuitive and irrational, these vile remnants seek out the vulnerable and the weak to consume their lifeforce. They are the appetite that remains after all else has gone. And they will devour the mind, body and soul of the unwary if given half a chance.
No. Enc.: 1
Alignment: Chaotic
Movement: 200' (Immaterial/Levitation)
Armor Class: 3
Hit Dice: 8+
Attacks: 1
Damage: 2d6, or 1d4 per Round within Area of Effect
Save: F8
Morale: 6
Special:Unaffected by Charm or Sleep spells. Completely silent, they Move Silently (80%), and if that fails it is because of the reverberation of their internal psychic echoes being felt by their prey. They cannot Hide in Shadows, as they are made up of phantasmal wisps of light and energy. Darkness spells cause them damage (usually 1d6 per level of caster). Continual Darkness forces them to Save or collapse into a form of gritty residue for 1d10 hours. Every 4 points of damage they inflict allows them to drain 1 point from any Attribute for the next 8 turns. Any Attribute drained to zero will cause the victim to become undead (CON), a mindless drone (INT), a quivering host (STR), a petrified fossil (DEX), a mind-draining voidskull (WIS), or a hideous residuum (CHAR).
Broken, fractured things that were once living, thinking beings. They are mindless emotional echoes now, the lingering psychoplasmic residue of the defunct, the fallen, the extinct. Pure instinct and reflex, intuitive and irrational, these vile remnants seek out the vulnerable and the weak to consume their lifeforce. They are the appetite that remains after all else has gone. And they will devour the mind, body and soul of the unwary if given half a chance.
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Cool. Things are slowing down a little bit, for the Holiday-stuff, then it'll pick back up again soon. More monsters, mutants, spells, all sorts of stuff are on the way...
ReplyDeleteSort of a hungry ghost made from hungry ghosts
ReplyDeleteThat's one way to describe it. Nasty things.
DeleteBeautiful image as well
ReplyDeleteThanks! I'm finishing-up a few more.
Delete