Dipulve Scout, Incorporeal

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

Armor Class 12
Hit Points 27 (5d8 + 5); Wound Threshold N/A
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Perception* +5, Stealth* +6, Survival* +5
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 15
Languages understands any three languages, but can’t speak
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Incorporeal Movement. The incorporeal dipulve scout 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 scout can cast psychic weapon (included in the attacks).
  • Keen Hearing and Sight. The incorporeal dipulve scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

  • Multiattack. The incorporeal dipulve scout makes two psychic shortsword attacks or two psychic longbow attacks.
  • Psychic Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) psychic damage.
  • Psychic Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) psychic damage.
  • Etherealness. The incorporeal dipulve scout shifts from the Material Plane to the Ethereal Plane, or vice versa.

BONUS ACTIONS

  • Numbing Touch. The incorporeal dipulve scout grasps a creature within 5 feet of it that it can see. The target must succeed on a DC 10 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

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.

The Enemies of Dipulves

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.

Two dipulve profiles are provided for each variant: 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.

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.

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.

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.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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