Designtober 6 - Dementor

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DEMENTOR

Creatures born from places of intense despair, they feed on the hope and dreams of mortals. Dementors frequently employed unscrupulous organizations and governments to guard prisons, hunt criminals and transport dangerous individuals, using their auras and kisses to subdue any resistance. Although they can be reasoned with and made allies of, they care little for mortal affairs and will happily betray employers for a more enticing offer. Creatures of depression, they are made uncomfortable by irrepressible joy.

DEMENTOR                            CREATURE 8

LE MEDIUM ABERRATION

Perception +18; thoughtsense (imprecise) 60 feet, true seeing

Languages Aklo, Common, Undercommon

Skills Acrobatics, Intimidation, Stealth

Str +2 Dex +5 Con +3 Int +3 Wis +3 Cha +5

AC 27; Fort +13, Ref +17, Will +16

HP 135; Weakness good 10; Immunities death effects, disease, poison; Resistances cold 10, bludgeoning 10

Vulnerable to Calm Emotions A dementor caught in a calm emotions spell becomes dazzled for the length of a spell on a failed Will save. On a critical failure, the dementor must flee.

Despair Aura (aura, emotional, mental) 30 feet. A dementor projects depression onto the world around it. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Will save or become slowed 1 for 1 minute (slow 2 on a critical failure). A creature that successfully saves is temporarily immune for 1 hour.

Float A dementor gracefully glides over the ground. It takes half damage from falling, cannot be tripped and is unaffected by difficult terrain.

Speed 30 feet

Melee kiss +20 (agile, magic) Damage 2d6+8 negative plus depressive smother

Depressive Smother Dementors feed on other creature’s happiness. A creature affected by depressive smother must make a DC 26 Will save or gain the condition stupefy 2 for one day. If a creature already has the stupefy condition, increase the effect by 2.  

Dementor’s Kiss (two actions) Requirement A living creature adjacent to the dementor is stupefied 6. Effect Target creature must make a DC 26 Will save or have its soul pulled from its body. The creature’s body is left comatose and cannot be restored until the dementor willingly releases the soul or is killed. Creatures who have lost their souls to dementors may not travel to the Boneyard and cannot be revived without the casting of a miracle spell.