• The Bard in GreenA
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    10 months ago

    Based on the image, my mind went straight to:

    Name: Skulvic

    Type: Undead

    Alignment: Chaotic Evil

    No. Appearing: 4-8

    Armor Class: 5

    Hit Dice: 2

    Move: 12

    Attacks: 1

    Damage: 1d4 (bite)

    THAC0: 18

    Special Attacks: Psionic abilities (Psychic Crush), chilling bite (save vs Paralysis or be paralyzed for 1 round).

    Special Defenses: Immune to mind-affecting spells and abilities, immune to poison, sleep, paralysis, stunning, and disease. Half damage from cold and electricity.

    Magic Resistance: 5% per hit die

    Size: Medium

    Morale: 12

    XP Value: 400

    Description: Skulvic’s are created by clerics of evil gods from the bones of those who’s lustful appetites in life drove them to commit shameful acts. The Skulvic appears as a grotesque amalgamation of a humanoid skull fused with the pelvis of a humanoid creature, walking on leg bones. Its empty eye sockets flicker with malevolent psychic energy, and its bite carries a chilling touch that can paralyze its victims.

    Combat: In combat, Skulvic relies on its psionic abilities and its bite. It is an opportunistic predator, lurking in dark places and ambushing unsuspecting victims. It unleashes bursts of psychic energy to disorient foes before closing in to deliver its chilling bite.

    Psionic Abilities: Skulvic can possesses a range of psionic powers (at the DM’s discretion), but usually lurk in the shadows and rely on Psychic Crush to ambush their victims.

    Habitat/Society: Skulvics are created by clerics of evil deities and may be found patrolling around the sanctums and hidden meeting places of such cults. Skulvics communicate telepathically, often by sending their victims disturbing visions of “unspeakable acts.”

    Ecology: Skulvics are undead creatures driven by a hunger for psychic energy. They feed on the life force of their victims, draining them of their vitality with each chilling bite. Those who fall prey to a Skulvic often become mindless thralls to the clerics who control them.