Skip to main content

Danse Macabre




"Most folks don't understand the nature o' this particular geist.

He looks like flakes o' pale blue floating around pitted bones with the occasional clump o' like color flesh.

Don't know his name neither. Not sure he ever had one, truth be told.

Just some poor fool born from air n' flesh, genasi they be called, with the bad luck of being a pretty boy.

Ended up being sold to a harem by repulsed parents, raised to please the eye and touch.


Till his last owner weren't pleased no more when the dancer could no longer hide his wrinkles.

Sadistic bastard, the last one with the leash.

He hired a dark wizard to force the genasi to dance at a banquet until he dropped dead from exhaustion, then for a bit after that.

Oh, how the crowd laughed...

Oh, how the crowd screamed when the newborn undead escaped his yoke and a lifetime of rage tore them apart.

Well, a swirl of silverware, flatware, broken bones, wood shards, and anything else caught in Danse's whirlwind.

-Fossor Carvilius Graeme

Danse Macabre

Medium undead, chaotic evil

Armor Class 14

Hit Points 65 (10d8 + 20)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 18 Con 14 Int 13 Wis 9 Cha 17

Skills: Performance +6

Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Damage Immunities cold, lightning, necrotic, poison

Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darksight 60ft, passive Perception 9

Languages Common, understands Primordial

Challenge 6 (2,300 XP)

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Bewitching Flourish.

After ending his movement for the turn, dance macabre may use his bonus action to dance in a hypnotic, mind-numbing way. All creatures within 20ft with an Intelligence of 4 or higher that can see the ghost must succeed on a DC 14 Charisma save or have their speed reduced to 0 until the end of their next turn.

Actions

Withering Touch.

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 17(4d6+3) necrotic damage.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Telekenetic Thrust.

Danse macabre targets a creature or unattended objects within 30 feet of it. A creature must be Medium or smaller to be affected by this magic. The ghost can affect up to 10 objects that weigh up to 150 pounds in total.


If the target is a creature, danse macabre makes a Charisma check contested by the target's Strength check. If the ghost wins the contest, he hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.


If the target is an object that isn't being worn or carried, the ghost hurls it up to 30 feet in any direction. Danse macabre can use the object as a ranged weapon, attacking one creature along the object's path (+6 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.


Alternatively, the ghost can swirl the objects around itself. In this case, until the end of its next turn creatures within 10ft of the ghost must succeed on a DC 14 Dexterity save or take 5 (2d4) bludgeoning damage.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned