Ibrique
Creature 13 (unique) — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
ShadeWeaverLANDSUBTERRANEANundead
Source: shadows-at-sundown-bestiary (Pre-Remaster)
Perception +18; darkvision
Languages aklo, common, necril, sakvroth
Skills acrobatics +27, crafting +25, deception +24, occultism +25, performance +24, stealth +27
Str
+4
Dex
+8
Con
+5
Int
+6
Wis
-1
Cha
+5
Items Leather Armor
AC 35
Fort +25
Ref +28
Will +21
HP 200
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet, burrow 10 feet
Offense
Melee Jaws (finesse, unarmed) +27, Damage 3d10+10 piercing plus 2d6 void plus Ghoul Ghoul Fever, Profane Paralysis
Melee Claw (agile, finesse, unarmed) +27, Damage 3d6+10 slashing plus 2d6 void plus Profane Paralysis
Abilities
Vulnerable to Sunlight — Ibrique takes 20 untyped damage for each hour she is exposed to sunlight.
Cytillesh Stare (concentrate, incapacitation, mental, visual) — Frequency once per round
Effect Ibrique focuses her gaze on a creature she can see within 30 feet. The target is Dazzled for 1 round and must succeed at a DC 33 Will save or be Confused for 1 round.
Effect Ibrique focuses her gaze on a creature she can see within 30 feet. The target is Dazzled for 1 round and must succeed at a DC 33 Will save or be Confused for 1 round.
Ghoul Fever (disease) — Saving Throw DC 33 Fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Ghoul the next midnight.
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Ghoul the next midnight.
Profane Paralysis — Any living, non-elf creature hit by Ibrique's attack must attempt a DC 33 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Slowed 1.
Failure The creature is Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Critical Success The creature is unaffected.
Success The creature is Slowed 1.
Failure The creature is Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Occult Innate Spells DC 33, attack +25
6th Teleport
4th Confusion (×3), Dimension Door, Modify Memory, Phantasmal Killer
2nd Darkness (At Will), Sound Burst
Cantrips (6th) Daze, Ghost Sound, Telekinetic Projectile
WORKS WELL WITH
AnvilLAND / SUBTERRANEANAn Anvil pins enemies in melee so Ibrique can flank and apply paralysis via Profane Paralysis.
CrasherLAND / SUBTERRANEANA Crasher capitalizes on confused or paralyzed targets with high burst damage while Ibrique maintains control.
MenderLAND / SUBTERRANEANA Mender mitigates Ibrique's sunlight vulnerability with protective magic and condition removal.
PUNISHES
✖ low Will✖ melee swarming✖ healing reliance
Stacking multiple Shades leaves the front line too fragile to hold enemies in place for Ibrique's debuffs.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ibrique in the encounter builder — free, no install.
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