For those that can see a beings true nature, this is what they would see upon gazing at Saboth.
Saboth is a Dusk Stalker that possesses a Wolfkin in my friends DnD campaign, he works for discount SCP foundation but for like magic and stuff. His hosts name is Kaiser who is a veteran Wolf dude who I will probably draw at a later date.
Back story: Some things are from my own campaign I run due to the fact the race is originally from there.
Saboth was a Dusk stalker that got shat out near Visoli and Juper. Like many of his brethren he was almost obliterated instantly. The lights, the noises, each gunfire emitting some form of illumination. He had to quickly escape to a corpse lying on the ground, but before he could he got hit with a heavy spotlight that caused him to painfully disperse. Upon dying he found himself in a strange place, it was not the realm of the dead, nor was he greeted by Nehime the god of death. The whole place confused him and he did not know where to proceed after such an event occurred.
During this time in the void after life, a voice reached out to him, a being that he was not sure its origin. The being told Saboth that he was wrongly killed and was offering him a second chance at undeath. Saboth not sure if this was a different cycle of death or something but accepted the being's offer. He found himself back alive or close to it again, he quickly made his way over to a body and took it over. And Saboth assisted the army in fighting back, taking what little knowledge was gained from its memories. He helped turn a tide of one battle as dusk stalkers invaded dead corpses and began making them rise up. After much questioning and the like many Dusk stalkers were either captured, killed or went into hiding. But for Saboth he found himself pulled aside and offered a job position as his willingness to help out, ability to gain information from the enemy and magical abilities seemed much welcomed.
And if you were wondering I do have their racial abilities, lore, and such in case anyone wanted to ever incorporate them into their own campaigns.
Dusk stalkers live in the land of Dusk, a barren dark land with the ground shrouded in mist home of many horrific undead creatures, it is a place that only the foolish and suicidal go willingly. Dusk stalkers look like Jackel-like Lupcins, except that they are shrouded in a dark shadow and only their eyes glow dimly in the dark lands, they are like ghosts that can pass through objects and should not be attacked for fighting them means death or for those lucky few they will be engulfed and taken over, when this happens their mind and will are lost replaced with the will of the mindless creature, people refer to them as dusk roamers, because they roam the lands forever, they feel no pain and kill any living things that cross their path, they are incredibly strong and durable for the fact that the body is half-dead only kept partially alive by the dusk stalker so their bodies can be fully controlled. If enough damage is taken to the body, however, the dusk stalker cannot live alone for long after taking someone over because they are used to living flesh and have only a small amount of time before they have to find another creature to take over, during this time they do not have the ability to fully take over the hosts mind unless it is weak enough. If left alone in that state, they will melt into a small puddle of black goo this goo is extremely rare because it has the ability to extremely enhance potions. The many horrific creatures in the land of dusk cannot escape that place because it is surrounded by a barrier placed there from a very long time ago made of spells talismans and charms and only that of living flesh can pass through. There is one small path leading partway into the land, that is used to sentence criminals who have done the worst of crimes they are dragged to the end of the path and thrown off, many would think to just turn around and walk back on the path, but once someone leaves the path they are dragged by the ghostly mist farther into the land where it is much harder to find the path alive, sane or uncontrolled. But at times they can find a suitable host that lets them truly walk the land like a parasitic entity.
Dusk Stalker Traits
Ability Score Increase: Your Constitution score increases by 2 and Charisma by 1
Age: Dusk Stalkers do not age until they take over a host, and the host's body can last up to 1000 years or just 10. Roll a 1d100 when taking over a humanoid body or 1d1000 when taking over an elf and that determines the length the body lasts before needing to get a new one.
Alignment: Dusk stalker's alignment tends to be Evil just from their nature alone but there have been exceptions.
Size: Size fully depends on the host they possess, but they struggle to go into anything larger than large size. Their Size can change to either tiny - large when not inhabiting a body.
Speed: Dusk Stalkers have a flying speed of 25 feet and always count to be levitating.
Dusk Possession: Dusk Stalkers can possess a creature and take them over, they can do so a number of times equal to their Charisma modifier (minimum 1) The target must be, unconscious or dead to be taken over. If a target is under those effects they must make a Wisdom save Dc = to 10+ proficiency + your constitution modifier or be taken over. While taken over you Gain that creature's ground speed as well as any other speeds they may possess while losing your innate ability to fly. You also gain temp Hp equal to twice your Constitution modifier after doing so which comes back each dawn, your ability scores stay the same and if they could cast spells you learn one spell of your choice from their list which will go off your Charisma, or if you are a magic caster then your current casting stat.
Shadow born: Dusk Stalkers can turn invisible as an action when standing within a shadow (This transfers to the host body as well)
Radiant weakness: Dusk Stalkers are vulnerable to radiant damage (Also transfers to host body)
Subtypes
Parasitic Dusk Stalker
Undead Fortitude: Dusk Stalkers do not need to eat or sleep and cannot be put to sleep even by magical means, and they are immune to poison damage and the poisoned condition. They also ignore intense weather conditions like extreme cold or heat.
Superior Darkvision: You have darkvision up to a range of 120 feet and can see in magical Darkness
Light vulnerability: When not connected to a host a Dusk stalker suffers disadvantage on all checks when in direct light, prolonged exposure may incur death penalties as their body struggles to maintain integrity.
Symbiotic Dusk Stalker
Not all Dusk stalkers are parasitic in nature, there are rare circumstances where the connection between the Dusk Stalker and host is willing. In this case, there are several changes that take place. They lose their undead Fortitude ability as they have to take care of their Host and can no longer neglect the needs their body has.
Age: The age for a Symbiotic Dusk Stalker is equal to the race they inhabit x2 as the Dusk Stalker slows down their aging.
Darkvision: The Dusk stalker loses its superior darkvision in place of normal darkvision, and lose their ability to see in magical darkness as the connection the two share can get in the way of a Dusk Stalkers innate sight.
Dual Entities: The shared connections the host and Dusk Stalker have is more akin to a friendly relationship. Because of this the Dusk Stalker can detach itself as a bonus action and move up to its speed on its turn, separate from the host's speed. The Dusk Stalker and host also have Advantage on enchantment spells and effects that affect the mind well connected as there are two entities being affected at once.
Symbiotic Connection: Dusk Stalkers lose their light Vulnerability while within 100 feet of the host as their connection protects them from light, and noticing if someone is host to a Dusk Stalker becomes incredibly difficult imposing disadvantage on any insight checks vs advantage stealth checks to see if a dusk stalker inhabits a creature. (This would be normal checks for a parasitic Dusk stalker)
Language: Dusk stalkers only speak Dusk which is a whispering hiss of different tones, but they can speak and understand the languages of those they take over.
Saboth is a Dusk Stalker that possesses a Wolfkin in my friends DnD campaign, he works for discount SCP foundation but for like magic and stuff. His hosts name is Kaiser who is a veteran Wolf dude who I will probably draw at a later date.
Back story: Some things are from my own campaign I run due to the fact the race is originally from there.
Saboth was a Dusk stalker that got shat out near Visoli and Juper. Like many of his brethren he was almost obliterated instantly. The lights, the noises, each gunfire emitting some form of illumination. He had to quickly escape to a corpse lying on the ground, but before he could he got hit with a heavy spotlight that caused him to painfully disperse. Upon dying he found himself in a strange place, it was not the realm of the dead, nor was he greeted by Nehime the god of death. The whole place confused him and he did not know where to proceed after such an event occurred.
During this time in the void after life, a voice reached out to him, a being that he was not sure its origin. The being told Saboth that he was wrongly killed and was offering him a second chance at undeath. Saboth not sure if this was a different cycle of death or something but accepted the being's offer. He found himself back alive or close to it again, he quickly made his way over to a body and took it over. And Saboth assisted the army in fighting back, taking what little knowledge was gained from its memories. He helped turn a tide of one battle as dusk stalkers invaded dead corpses and began making them rise up. After much questioning and the like many Dusk stalkers were either captured, killed or went into hiding. But for Saboth he found himself pulled aside and offered a job position as his willingness to help out, ability to gain information from the enemy and magical abilities seemed much welcomed.
And if you were wondering I do have their racial abilities, lore, and such in case anyone wanted to ever incorporate them into their own campaigns.
Dusk stalkers live in the land of Dusk, a barren dark land with the ground shrouded in mist home of many horrific undead creatures, it is a place that only the foolish and suicidal go willingly. Dusk stalkers look like Jackel-like Lupcins, except that they are shrouded in a dark shadow and only their eyes glow dimly in the dark lands, they are like ghosts that can pass through objects and should not be attacked for fighting them means death or for those lucky few they will be engulfed and taken over, when this happens their mind and will are lost replaced with the will of the mindless creature, people refer to them as dusk roamers, because they roam the lands forever, they feel no pain and kill any living things that cross their path, they are incredibly strong and durable for the fact that the body is half-dead only kept partially alive by the dusk stalker so their bodies can be fully controlled. If enough damage is taken to the body, however, the dusk stalker cannot live alone for long after taking someone over because they are used to living flesh and have only a small amount of time before they have to find another creature to take over, during this time they do not have the ability to fully take over the hosts mind unless it is weak enough. If left alone in that state, they will melt into a small puddle of black goo this goo is extremely rare because it has the ability to extremely enhance potions. The many horrific creatures in the land of dusk cannot escape that place because it is surrounded by a barrier placed there from a very long time ago made of spells talismans and charms and only that of living flesh can pass through. There is one small path leading partway into the land, that is used to sentence criminals who have done the worst of crimes they are dragged to the end of the path and thrown off, many would think to just turn around and walk back on the path, but once someone leaves the path they are dragged by the ghostly mist farther into the land where it is much harder to find the path alive, sane or uncontrolled. But at times they can find a suitable host that lets them truly walk the land like a parasitic entity.
Dusk Stalker Traits
Ability Score Increase: Your Constitution score increases by 2 and Charisma by 1
Age: Dusk Stalkers do not age until they take over a host, and the host's body can last up to 1000 years or just 10. Roll a 1d100 when taking over a humanoid body or 1d1000 when taking over an elf and that determines the length the body lasts before needing to get a new one.
Alignment: Dusk stalker's alignment tends to be Evil just from their nature alone but there have been exceptions.
Size: Size fully depends on the host they possess, but they struggle to go into anything larger than large size. Their Size can change to either tiny - large when not inhabiting a body.
Speed: Dusk Stalkers have a flying speed of 25 feet and always count to be levitating.
Dusk Possession: Dusk Stalkers can possess a creature and take them over, they can do so a number of times equal to their Charisma modifier (minimum 1) The target must be, unconscious or dead to be taken over. If a target is under those effects they must make a Wisdom save Dc = to 10+ proficiency + your constitution modifier or be taken over. While taken over you Gain that creature's ground speed as well as any other speeds they may possess while losing your innate ability to fly. You also gain temp Hp equal to twice your Constitution modifier after doing so which comes back each dawn, your ability scores stay the same and if they could cast spells you learn one spell of your choice from their list which will go off your Charisma, or if you are a magic caster then your current casting stat.
Shadow born: Dusk Stalkers can turn invisible as an action when standing within a shadow (This transfers to the host body as well)
Radiant weakness: Dusk Stalkers are vulnerable to radiant damage (Also transfers to host body)
Subtypes
Parasitic Dusk Stalker
Undead Fortitude: Dusk Stalkers do not need to eat or sleep and cannot be put to sleep even by magical means, and they are immune to poison damage and the poisoned condition. They also ignore intense weather conditions like extreme cold or heat.
Superior Darkvision: You have darkvision up to a range of 120 feet and can see in magical Darkness
Light vulnerability: When not connected to a host a Dusk stalker suffers disadvantage on all checks when in direct light, prolonged exposure may incur death penalties as their body struggles to maintain integrity.
Symbiotic Dusk Stalker
Not all Dusk stalkers are parasitic in nature, there are rare circumstances where the connection between the Dusk Stalker and host is willing. In this case, there are several changes that take place. They lose their undead Fortitude ability as they have to take care of their Host and can no longer neglect the needs their body has.
Age: The age for a Symbiotic Dusk Stalker is equal to the race they inhabit x2 as the Dusk Stalker slows down their aging.
Darkvision: The Dusk stalker loses its superior darkvision in place of normal darkvision, and lose their ability to see in magical darkness as the connection the two share can get in the way of a Dusk Stalkers innate sight.
Dual Entities: The shared connections the host and Dusk Stalker have is more akin to a friendly relationship. Because of this the Dusk Stalker can detach itself as a bonus action and move up to its speed on its turn, separate from the host's speed. The Dusk Stalker and host also have Advantage on enchantment spells and effects that affect the mind well connected as there are two entities being affected at once.
Symbiotic Connection: Dusk Stalkers lose their light Vulnerability while within 100 feet of the host as their connection protects them from light, and noticing if someone is host to a Dusk Stalker becomes incredibly difficult imposing disadvantage on any insight checks vs advantage stealth checks to see if a dusk stalker inhabits a creature. (This would be normal checks for a parasitic Dusk stalker)
Language: Dusk stalkers only speak Dusk which is a whispering hiss of different tones, but they can speak and understand the languages of those they take over.
Category Artwork (Traditional) / All
Species Canine (Other)
Size 1135 x 1280px
File Size 239 kB
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