Skip to main content

Gloamling Gutter





"Ifn' you think a bugbear be a sneaking, dangerous bastard. Well, friend. I've got terrible news for ya. They are even worse when they are dead. The gloaming gutter terrorized a human city for months on end as part of a goblinoid war party workin outta the sewers. She left piles of mutilated peasants n' took out heroes as they slept. When folks finally got wise to where the bugbears and gobbos were comin from, it became a bloodbath in the opposite direction. Not that it did alot of good, as the gutter got away... for a few days anyway. She was eventually caught, but not executed right off bat. 'Stead, they put her in stocks, letting folks pelt her with rotten food n' other things, giving her jus enough grub to keep her starving slow. Their cruelty made sense in the moment, but cruel deaths breed ghosts. Not that city's got a bigger problem, one that's haunted them fer generations."

-Fossor Carvilius Graeme

Gloamling Gutter

Medium undead, chaotic evil

Armor Class 13

Hit Points 52 (8d8 + 16)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 16 Con 15 Int 12 Wis 11 Cha 16

Skills: Perception +3, Stealth +6

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

Damage Immunities cold, necrotic, poison

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

Senses darksight 60ft, passive Perception 11

Languages common, goblin

Challenge 5 (1,800 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.

Ghastly Sight.

Magical darkness doesn't impede the ghosts's darkvision.

Gloam.

All light sources are reduced by one step within 30ft of the gloaming gutter. If the area is already Darkness, then creatures with darkvision cannot see within this area unless they have an ability to overcome magical darkness.

Surprise Attack.

If the gloaming gutter surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Ghastly 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.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...