MENACE MANUAL: THE FIRST SOVEREIGN

My players did confront the First Sovereign.  After talking the Kevoth-Kul who mentioned that he use to “feed” it robots to satisfy her rage, Heidt, our Mechromancer, decided to use his Call Robot ability to summon 8 robot vipers.  While she was gleefully venting her fury on the robots they snuck past her.  As a ghost type creature, Tufast presumed she wouldn’t be able to travel beyond a certain distance from the ziggurat she haunted.  I decided that this was the case.  I like rewarding alternates to combat. And since they had already spent half of the session in the Throne Room Brawl this was a nice way to finish the session – at the doors of the Technic League as the city was in chaos.  The characters  moved so fast that Zernbeth didn’t even get a chance to contact them (party ignored her call after Shade was killed).  Essentially this is a modified ghost with some spectre abilities and a new “posses object” action.

FIRST SOVEREIGNScreen Shot 2015-10-05 at 10.55.24
Medium undead, chaotic evil

Armour Class 18 (natural armour)
Hit Points 144 (17d8 + 68)
Speed 0 ft., fly 60 ft.

STR 18 (+4)        DEX 26 (+8)       CON 18 (+4)
INT 17 (+3)        WIS 15 (+2)        CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 11
Languages Halit
Challenge 15 (13,000 XP)

Ethereal Sight. The ghost can see 60 feet 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 in side an object.

ACTIONS          
Multiattack. The dybbuk makes two pain touch attacks.

Pain Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 25 (7d6 + 4) 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 a versa, yet it can’t affect or be affected by anything on the other plane. In addition it has advantage on attacks against armored foes (representing the fact it can pass through armour, an armored foe is any character wearing armour of any kind).

Malevolence (Recharge 6).  One humanoid that the ghost can see within 5 feet of it must succeed on a DC 18 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Possess Object.  A dybbuk can use its malevolence ability to possess a Large or smaller unattended object, animating it as if using animate objects, except the dybbuk merges with and controls the object as if it were a living creature. The dybbuk cannot speak or use its other special abilities while possessing the object.

DESCRIPTION      
This grinning spectre has mad eyes and blood-red hands that twitch and jerk like a puppeteer’s.

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