Weeping Hollow
Weeping Hollows are desolate creatures created by magical rituals gone horribly wrong. Some casters, particularly arcanists and occultists, might attempt magic far more powerful than they can reliably control. One such ritual involves summoning a Shadow, which they can bond with to bolster their own powers and weaken those around them.
When summoning a Shadow goes amiss, an unfortunate summoner might draw forth a Hungering Shade instead. If a caster’s Hungering Shade consumes enough of its Essence, or if a caster successfully summons a Shadow but becomes separated from it, the caster can wither into a gaunt husk of what they once were. This decrepit puppet of a person is a Weeping Hollow.
Weeping Hollows and Hungering Shades that live in the same area for a prolonged amount of time spread a terrible contagion, causing other folk to wither in much the same way that the original caster did. These husk-folk, consigned to a mindless eternity shuffling about in search of food, are known as Shambling Grims.
Weeping Hollow | |||||
|---|---|---|---|---|---|
| Monster Level: 8 | |||||
| Medium. Abominable, Undead, Humanoid (Occult) | |||||
| STR | DEX | END | AWR | INT | CHA |
| -1 | 2 | 4 | 0 | 3 | 04 |
| Ref: 12 | Fort: 14 | Ant: 10 | Log: 13 | Will: 14 | |
| Armor Rating 14 | Resist Occult 2, Arcane 4, Divine 4 | ||||
| Hit Points 60 | Vulnerable Primal 1, Psionic 1; DR 3/Radiant | ||||
| Speed 30 ft | Senses Darkvision 60 ft | ||||
| Skills (INT) Arcana +2, Astrology +2, History +2 | Traits Iron Will | ||||
| Features | |||||
| Vestiges of Magic. The Weeping Hollow retains some twisted traces of magic that it knew in life. It has 40 SP/Rest and can cast the following occult spells. Darkness, Hex of Levitation, Hex of the Unseen, Hex of Tumult, Minor Augmentation, Shadow Travel, Silhouette.
Oppressive Shadow. The Weeping Hollow emits an aura in a 10 ft radius aura that dampens magical abilities around it. While in dim light or darkness, any living creature that casts magic within this aura must spend 1 additional SP when casting any spell, and spells that fail still consume SP. | |||||
| Actions | |||||
The Weeping Hollow can take TWO of the following actions, or take the same action twice. | |||||
| Move. The Weeping Hollow can move up to its speed.
Necrotic Touch. Reach 5 ft, Natural Weapon. +2 vs AR. Hit: 6 (1d8+2) necrotic, and the Weeping Hollow regains HP equal to the damage it dealt. Minor Spell. The Weeping Hollow casts a spell that costs fewer than 13 SP. | |||||
OR the Weeping Hollow can take MOVE and take ONE of the following actions. | |||||
| Weep. 20 ft Radius Natural Weapon. +4 vs WILL of each creature in the radius. Hit: The creature is Shaken and Chilled until the end of their next turn.
Major Spell. The Weeping Hollow casts a spell that costs 13 or more SP. | |||||