Dipulve, Incorporeal Assassin

Medium undead (incorporeal and corporeal), any non-good

Armor Class 13
Hit Points 91 (14d8 + 28); Wound Threshold N/A
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Saving Throws Dex +7, Int +5
Skills Acrobatics +7, Deception +4, Perception +4, Stealth* +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Languages understands thieves’ cant and any two languages, but can’t speak
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Assassinate. During its first turn, the incorporeal dipulve assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the incorporeal dipulve assassin scores against a surprised creature is a critical hit.
  • Evasion. If the incorporeal dipulve assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the incorporeal dipulve assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Incorporeal Movement. The incorporeal dipulve assassin 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.
  • Innate Spellcasting (at will). The incorporeal dipulve assassin can cast psychic weapon (included in the attacks).
  • Sneak Attack (1/Turn). The incorporeal dipulve assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the incorporeal dipulve assassin that isn’t incapacitated and the incorporeal dipulve assassin doesn’t have Disadvantage on the attack roll.

ACTIONS

  • Multiattack. The incorporeal dipulve assassin makes two psychic shortsword attacks.
  • Psychic Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) psychic damage.
  • Psychic Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) psychic damage.
  • Etherealness. The incorporeal dipulve assassin shifts from the Material Plane to the Ethereal Plane, or vice versa.

BONUS ACTIONS

  • Numbing Touch. The incorporeal dipulve assassin grasps a creature within 5 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned. If the target is already poisoned, it also falls unconscious. The numbed, poisoned, and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.

ABOUT

Dual Profile. There are two dipulve profiles: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa.

The dipulve, sometimes also called “subface dweller,” is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name:

  • Incorporeal dipulve. The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass.
  • Corporeal dipulve. Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things.

Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the “unnatural.” Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals.

Informed persons-such as adventurers succeeding on a DC 15 Intelligence (Arcana) check-might believe that since dipulves are mute, identifying them should be child’s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better.

Understanding the Existence of Dipulves

What Do Dipulves Know and What Are They Capable Of? A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time.

Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids.

Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone.

What Do Dipulves Get Energy From?

For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas.

How Do Dipulves Fight?

Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve’s Strength is the same as when it was alive, even if the notion of “Strength” doesn’t really apply to an incorporeal creature. In the dipulve’s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass.

Creating a Dipulve

The dipulve archetype applies to humanoids who died in the Netherworld.

Type. The dipulve is an undead.

Speed. In its incorporeal form, the dipulve has a flying (hover) speed of 40 feet.

Damage Resistances. The dipulve is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.

Damage Immunities. The dipulve is immune to poison damage.

Condition Immunities. In its incorporeal form, the dipulve is immune to being exhausted, grappled, paralyzed, prone, or restrained.

Senses. The dipulve has darkvision out to a range of 120 feet.

Languages. The dipulve understands any languages it knew in life, but it cannot speak.

Incorporeal Movement. In its incorporeal form, the dipulve 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.

Shell of Life. When a dipulve in corporeal form is reduced to half its hp, its physical body breaks and crumbles into dust. The dipulve then switches to its incorporeal form.

Etherealness. In its incorporeal form, as an action, the dipulve shifts from the Material Plane to the Ethereal Plane, or vice versa.

Innate Spellcasting. In its incorporeal form, the dipulve can cast psychic weapon at will. This spell, described in Grimoire, creates a weapon the dipulve is proficient with, which inflicts psychic damage.

Numbing Touch. In its incorporeal form, as a bonus action, the dipulve can grasp a creature within 5 feet of it that it can see. The target must succeed on a DC [8 + dipulve’s proficiency bonus + dipulve’s Charisma modifier] Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned. If the target is already poisoned, it also falls unconscious. The numbed, poisoned, and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.

Hit Dice/HD. The creature’s Hit Dice are increased by 2.

Challenge/CR. The creature’s CR is increased by 1. If this archetype is applied to an Awakened creature, it may be considerably weakened by the loss of its magical features. Its CR may then be decreased down to half its original value.

Section 15: Copyright Notice

Creatures: Netherworld Kickstarter Monsters Preview Copyright © 2022 Agate RPG Authors Joëlle ‘Iris’ Deschamp and Nelyhann

This is not the complete license attribution - see the full license for this page