NEW MONSTER: Gloom

Gloom (an unquiet spirit)
No Appearing: 1, Frequency: Very Rare
HD: 6+ special, AC: 0, Move: 6”+ special
Attacks: Wisdom drain in 2500 sq ft area. Ignores normal armor when attacking. Magical +1 armor is treated as AC 8, armor of +2 enchantment or better provides full AC benefit. Other magical protective devices such as rings provide their usual protection. Against its possession attack, Dexterity AC bonus does not apply, but the Wisdom magical attack adjustment does.
Defense: In material form, AC 0, treated as AC 10 when attacked with holy symbol, holy water, or holy oil. Otherwise requires silver or magical weapons to hit (silver weapons causing only half damage); in semi-material form, AC 0, unaffected by non-magical physical attacks, and even magical physical attacks automatically do minimum damage with the gloom automatically saving when applicable; in immaterial form, the gloom cannot be harmed by any physical attacks, magic or otherwise.
Special Capacities/Handicaps: A holy symbol touched to a materialized gloom inflicts 1d6 damage (+1 damage per level if the symbol is held by a cleric). Each 3 oz of holy water, or 1 oz of holy oil cause 1d6 damage to a material or semi-material gloom. Contact with a mandrake root prevents Wisdom draining for 4 rounds. Bright light that illuminates the area such that there are no dark places negate the wisdom draining effect as long as the light persists. Direct exposure to daylight causes a gloom to dematerialize. It is turned as a ghost, but for each hit point the gloom possesses above 27, the turning check is made with a -1 penalty. In all cases, it is subject to full effect of powers specifically dealing with spirits.

Description: A gloom is a free-willed spirit of very great evil and most vile intent. It is active only after dark or when light conditions are such that there are very dark, shadowy places in which to manifest. The gloom can pervade in an area of up to around 2500 square feet.
Any who enter the area of a Gloom’s presence are subject to temporary Wisdom drain at the rate of 1 point per round. This loss will not be immediately noticed. Once 2 points of Wisdom are drained, all victims become depressed, morose, and argumentative with any word setting them to fight amongst each other unless successful versus spell is made on the part of the one who would be the first to strike. Any character whose Wisdom falls to 3, or who loses 6 points of Wisdom in this way must save vs spell with a -2 penalty or commit suicide. If Wisdom should drop to 0, suicide is automatic.
Each point of Wisdom drained by the gloom adds ½” to the gloom’s movement rate. When this total reaches 9” or more, the gloom becomes semi-material, and if 12” or more, the gloom becomes fully material. In fully material from, the gloom will strike for 4d6 negative energy damage. In semi-material form it will attempt to possess an individual. This requires only a hit roll on the part of the gloom, no saving throw allowed. The gloom controls the character for 1 round, during which time it may force the character to take suicidal action or engage in combat with others. To continue to hold control of the character, the gloom must spend 1” of its accumulated movement rate. Once the drained points are spent and the gloom is back down to 6” movement, it is forced to relinquish control of the character and immediately becomes immaterial.
Lost Wisdom points return at the rate of 1 point per hour after leaving the area pervaded by gloom. Anyone leaving the area while the gloom is still active, however, must make a save vs spell with a +4 bonus. Failure indicates on energy level is permanently drained from the character, and the gloom permanently adds 1 hit point to its maximum hit points, and +1 hp to its HD total. If the gloom is struck down, unless it is properly exorcised or destroyed by clerical means, it will return in a period of 1-4 hours per each hit point below zero it had been struck down to.
Wealth: Types E+X, % in Lair: 80% daytime/20% at night, XP Value: 1,700 + 8/hp

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