Tuesday, December 4, 2018

Doll Devil (Arusities)

Doll Devil (Arusities)

Doll Devil (Arusities)

CR 1
Alignment: Lawful Evil
Size/Type: Small Outsider (devil, evil, extraplanar, lawful)
Initiative: +2
Senses: Darkvision 60 ft., see in darkness; Perception +2
Armor Class: 15 (+2 Dex, +2 natural, +1 size), touch 13, flat-footed 13
Hit Dice: 2d10+2 (13 hp)
Saving Throws: Fort +1, Ref +5, Will +5
Damage Reduction:
Resistances: acid 10, cold 10
Immunities: fire, poison
Spell Resistance:
Speed: 30 ft.
Melee: 2 slams +2 melee (1d3)
Special Attacks: Draw Essence
Spell-Like Abilities (CL 2nd)

  • At will—giggle (DC 13)
  • 1/day—friendly face (DC 14), hot foot
  • Telepathy: 100 ft.

Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 17
Base Attack/Grapple: +2/+1
Feats: Stealthy
Skills: Acrobatics +7, Appraise +6, Bluff +8, Disguise +8, Escape Artist +9, Perform (dance) +5, Stealth +13
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Draw Essence (Su)

Once per day, a Doll Devil can draw out the emotional and spiritual vitality of a living creature with an evil alignment. The target must succeed on a DC 14 Fortitude save or take 1d3 points of Charisma damage.

The save DC is Charisma-based.

Inert (Ex)

A Doll Devil can enter a dormant, doll-like state as a standard action. While inert, it is indistinguishable from a normal doll at first glance and does not radiate an evil aura.

A creature examining the doll must succeed on a DC 20 Perception check to recognize it as alive. While inert, the Doll Devil gains a +10 bonus on Disguise checks and cannot take actions.

SPELL-LIKE ABILITIES DETAILS

Giggle (Sp)

A minor enchantment that unnerves creatures and subtly manipulates emotions. Often used to distract or unsettle victims.

Friendly Face (Sp)

Creates an illusion that causes the Doll Devil to appear as a trusted companion, beloved toy, or comforting presence.

Hot Foot (Sp)

A cruel prank-like effect that causes a target to experience sudden burning discomfort, mimicking the sensation of being scorched or chased.

Environment: Any (Hell, Urban)
Organization: Solitary
Treasure: Standard

DESCRIPTION & LORE

Doll Devils, known among infernal scholars as Arusities, are small devils from the infernal planes that specialize in psychological corruption rather than brute force. They appear as exquisitely crafted porcelain dolls—often with delicate, almost childlike features—though unsettlingly lifelike eyes betray their true nature.

While most Arusities present as feminine, male variants are occasionally reported, though they are far rarer and often more aggressive in their methods.

Rather than speaking aloud, Doll Devils communicate exclusively through telepathy. Their voices are described as sweet, soothing, and deeply persuasive—carefully tailored to their target’s desires and insecurities.

Behavior & Purpose

Doll Devils are corruptors of children and, more broadly, of innocence. They are drawn to environments where a child has access to comfort and wealth but is still emotionally unsatisfied. In such cases, the Arusities subtly manifests - often appearing first as a harmless toy.

Over time, the Doll Devil fosters selfishness, envy, and emotional isolation. It rewards selfish behavior and gently discourages empathy, shaping its victim into a creature more aligned with infernal values.

Once a sufficient level of corruption has taken hold, the Arusities begins to draw essence, feeding on the child’s emotional and spiritual vitality. This process continues until the victim collapses into a coma or dies.

At the moment of death, the Doll Devil claims the soul and returns to the infernal planes - its purpose fulfilled.

Summoning & Manifestation

Doll Devils are not summoned through traditional magical rituals. Instead, they are drawn to the Material Plane by desire itself.

When a child is surrounded by abundance yet remains unsatisfied - craving more without need - this imbalance creates a subtle spiritual “echo.” The Arusities senses this and is pulled into reality, materializing in proximity to the child.

In this way, Doll Devils are less “invoked” and more invited by the emotional state of their victims.

Knowledge (Planes)

Characters with ranks in Knowledge (planes) can learn more about Doll Devils.

  • DC 11: Doll Devils can take deceptive forms, often appearing as toys or objects of desire to lure victims.
  • DC 16: They feed on personality and emotion, slowly eroding empathy and social bonds.
  • DC 21: A Doll Devil in inert form cannot be detected by divination or magical detection of evil.
  • DC 26: They are often found among wealthy households, where emotional neglect creates ideal conditions for corruption.

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From here and modified.

Still One

Still One

Still One

CR 3
Alignment: Chaotic Evil
Size/Type: Medium Undead
Initiative: –5
Senses: Darkvision 60 ft.; Listen +9, Spot +0
Armor Class: 8 (–5 Dex, +3 profane), touch 8, flat-footed 8
Hit Dice: 3d12 (19 hp)
Saving Throws: Fort +0, Ref –4, Will +5
Damage Reduction:
Immunities: Undead traits (see below)
Spell Resistance:
Speed: 0 ft. (immobile)
Melee:
Special Attacks: Constitution Drain, Fear, Create Spawn
Abilities: Str 1, Dex 1, Con —, Int 10, Wis 10, Cha 8
Base Attack/Grapple: +1/—
Feats: Iron Will, Skill Focus (Knowledge [history])
Skills: Knowledge (history) +6, Knowledge (religion) +2, Listen +9, Lucid Dreaming +2, Speak Language +3
Languages: Common, Elven, Draconic, Abyssal

SPECIAL ABILITIES

Undead Traits (Ex)

Still Ones are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, and ability damage to physical ability scores. They are immune to fatigue, exhaustion, energy drain, and effects requiring a Fortitude save unless they also affect objects. They cannot heal naturally and are not subject to death from massive damage. They are immune to raise dead and reincarnate.

Constitution Drain (Su)

The Still One manifests its madness as a swarm of parasitic worms that emerge from its desiccated body. Once every other round, it can release a cluster of 3d4 fine worms that attempt to infest a living creature within 30 feet.

Each worm must succeed on a ranged touch attack against AC 10 (treated as an attack with a +2 modifier unless otherwise noted). If a worm successfully attaches, the target must succeed on a DC 15 Fortitude save or suffer 1d4 points of Constitution damage per round as the worms burrow toward the heart.

A successful Remove Disease spell is required to eliminate the infestation. Killing the worms or the host also ends the effect.

The save DC is Charisma-based.

Fear (Su)

The Still One radiates an oppressive aura of dread. This functions as a fear spell (DC 11) with a continuous effect within 30 feet. Creatures within the area feel an overwhelming sense of being watched or judged, even though the Still One never moves.

A successful Will save negates the effect for 24 hours.

The save DC is Charisma-based.

Create Spawn (Su)

Any creature slain by a Still One (including death caused by its worms) rises as a Still One within 1 week unless the corpse is properly treated.

To prevent this transformation, the corpse must be targeted with both Remove Disease and Bless before the transformation completes. This requirement persists even if the creature is later restored to life, as the worm infestation remains dormant within the body unless removed.

A newly created Still One is under the control of the one that created it, though many quickly succumb to their own madness and act independently.

Inert (Ex)

A Still One appears to be nothing more than a dried, lifeless corpse. It does not radiate an aura of evil and shows no signs of movement or animation.

A creature examining the body must succeed on a DC 20 Perception check to realize the corpse is still “alive.”

While inert, the Still One cannot take actions but remains aware of its surroundings.

ECOLOGY

Environment: Any
Organization: Solitary
Treasure: None

DESCRIPTION & LORE

Still Ones are among the most tragic and disturbing undead known to scholars of the planes. Unlike most undead, which are animated by necromantic energy alone, a Still One is believed to be a fully conscious soul trapped within its own decaying body - aware, thinking, and utterly incapable of movement.

They cannot speak, act, or escape their physical prison. The result is an eternity of stillness - broken only by the manifestations of their insanity.

Nature of the Worms

The worms associated with Still Ones are not separate creatures in the traditional sense. Rather, they are believed to be physical manifestations of the Still One’s rage, despair, and psychological fracture.

These worms serve as both weapon and expression - tools of vengeance against the living, driven by the Still One’s helpless desire to inflict suffering upon others as it suffers itself.

Origin Theories

Several theories exist regarding the origin of Still Ones:

  • Failed Resurrection: A soul improperly raised becomes trapped between life and death, unable to complete the transition.
  • Cursed Deaths: Individuals who die in isolation, without rites or recognition, may return as Still Ones.
  • Self-Inflicted Damnation: Some necromancers believe that Still Ones are the result of individuals who attempted to cheat death but were instead cursed to remain fully conscious within their corpse.

No consensus exists, and even powerful clerics hesitate to study them closely.

Behavior

Still Ones are completely immobile but not inactive. They observe. They wait. They listen.

They seem to develop a warped sense of patience and vindictiveness, lashing out through their worms at any living creature that comes within reach. Their fear aura often serves as a deterrent, creating a zone of unease around their location.

Lore (Knowledge: Undead)

Characters with ranks in Knowledge (undead) can learn more about Still Ones:

  • DC 10: Still Ones are said to be conscious within their husks.
  • DC 20: They attack using parasitic worms that infest and kill victims from within.
  • DC 25: Still Ones are created when a victim dies from these worms; the worms themselves are a manifestation of the undead’s madness and rage.