These hideous alien creatures use magical charm and hypnotism to infiltrate into humanoid society.
Interlopers are disgusting, blobby creatures with slimy bristles, bulbous eyes on stalks, with a long sticky tongue, and a stench like mildew. They are grotesque by any humanoid standards, and physically repulsive to gaze upon. However, those who have been charmed report them being warm and pleasant to touch, and hearing a soft purring noise from them. They will make baby-talk to their pets, and answer them, sometimes changing their own minds by these conversations. Those who are long-term caretakers for an interloper appear pale and anaemic, which can assist to identify their symptoms. Interlopers recognise those who are affected by another Interloper, presumably by the smell that clings to them, and will work with that person to aid each other. Hooks:
INTERLOPER Tiny aberration, Neutral Evil Armour Class 8 Hit Points 7 (2d6) Speed 5ft. Str 5 (-3); Dex 7 (-2); Con 10 (+0); Int 7 (-2); Wis 12 (+1); Cha 16 (+3) Proficiency bonus +2 Senses passive Perception 11 Languages Telepathy 10ft., understand basics of any language Challenge 1 (200 XP) Charming Gaze. When a creature starts its turn within 30 feet of an interloper and is able to see the interloper's eyes, the interloper can magically force it to make a DC 13 Wisdom saving throw, unless the interloper is incapacitated. On a failed saving throw, the creature is charmed by the interloper for 24 hours. ACTIONS Nibble. Melee weapon attack: Reach 0ft., one target that must be incapacitated. Hit: 1 necrotic damage. Suggestion. The interloper can choose a target within 60 feet who must be charmed by the interloper, who must make a Wisdom saving throw (DC 13) at disadvantage. On a failed saving throw, the target must obey a Suggestion from the interloper (usually to cuddle it, or bring it food). Adapted from the earlier version of the Interloper, published on 18 January 2019. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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