Nightmares from beyond the grave: Hushed voices tell spine-chilling tales of encounters with the walking dead and other unliving horrors. No other creatures have evoked such fear and fascination as this dreadful menagerie of malevolent spirits and mindless shells. Libris Mortis: The Book of Undead also provides new rules, feats, spells, and prestige classes, along with a host of new monsters and monster templates. They really got it right with this one; while lots of supplements over the years have taken an in-depth look at the undead, very few have gone beyond game statistics to explore what motivates them beyond sheer hunger. Understanding and riffing off of that background can help a DM propel her adventures from pedestrian to inspired.

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The vestige emanates an aura of utter desecration out to a range of 30 feet. Additionally, any undead ally of the vestige that is within the aura makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

Form Consumption. The dream vestige gains 1 hit die, increasing its current and maximum hit points accordingly. When the dream vestige has gained 15 additional hit dice, it can use its action to split into two regular dream vestiges, each one having 15 hit dice as normal. Incorporeal Movement. The vestige can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.

If the vestige fails a saving throw, it can choose to succeed instead. Magic Resistance. The vestige has advantage on saving throws against spells and other magical effects.

Actions Multiattack. The vestige can use its Frightful Presence. It then makes three tendril attacks. The vestige magically enters the Ethereal Plane from the Material Plane, or vice versa. Frightful Presence. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions The vestige can take 3 legendary actions, choosing from the options below. The vestige regains spent legendary actions at the start of its turn. The vestige moves up to half its speed. The vestige targets one frightened creature that it can see within 60 feet of it.

The target must make a DC 17 Wisdom saving throw. On a failed save, the target takes 11 2d10 psychic damage, and the vestige magically learns one fact or secret about the target.

Disrupt Life Costs 2 Actions. Each non-undead creature within 30 feet of the vestige must make a DC 17 Constitution saving throw, taking 28 8d6 necrotic damage on a failed save, or half as much damage on a successful one. Description "A mighty river of fog streams forward like an evil waterfall, swollen with storm and spray. Accompanying the shape is a susurrus of dreamlike voices that murmur, cry, and rail against some terrible fate.

Slender tendrils of mist extend from the mass, patting and feeling for sustenance. Since then, that creature has spawned itself many times over. A dream vestige is a hunter; it hunts for other creatures to incorporate into itself—mind and body, living or undead. Thus, even the undying have cause to fear a dream vestige, which preys on its own. It stalks prey on rooftops, behind walls, or under floors, unseen by its victims.

Combat A dream vestige uses every ability it has at its disposal to disrupt and crumble the minds and bodies of the living, seeking to draw ever more creatures into itself.





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