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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2257278" data-attributes="member: 9755"><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 15px"><span style="color: #333333"><strong>Karibbi</strong></span></span></span></p><p></p><p>Small Fey (dreamborn)</p><p>Hit Dice: 6d6+6 (27 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft.</p><p>AC: 16 (+3 dex, +2 natural, +1 size), flat-footed 12, touch 13, 20% miss chance</p><p>BAB/Grapple: +3/+4</p><p>Space/Reach: 5 ft./5 ft.</p><p>Attack: Slam +3 melee (1d6+1 plus psionic hole) </p><p>Full attack: 2 slams +3 melee (1d6+1 plus psionic hole)</p><p>Special Attacks: Mind Flame, Power Resistance 16, Psionic Hole, Uncarnate Bridge</p><p>Special Qualities: Dreamborn, Low-light vision, Sleepless</p><p>Saves: Fort +3, Ref +8, Will +10</p><p>Abilities: Str 13, Dex 16, Con 12, Int 19, Wis 20, Cha 17</p><p>Skills: Autohypnosis +14, Gather Information +12, Hide +16, Intimidate +12, Jump +18, Knowledge (psionics) +13, Listen +14, Psicraft +13, Sense Motive +14, Spot +14 </p><p>Feats: Improved Grapple, Lucid Dreaming, Up the Walls</p><p>Environment: Plane of Dreams or any land</p><p>Organization: Solitary</p><p>CR: 6</p><p>Alignment: Any chaotic</p><p>Treasure: None</p><p>Advancement: --</p><p>Level Adjustment: --</p><p></p><p>A karribi appears almost golinoid with its lack of height, however, this is the limit to the resemblance. Their skin is grey and leathery and glistens like fish scales. Its physique, though of short stature, is robust, with overly large, powerful looking hands. Their face, in its natural form, is a blurred surface of nothingness that can take on whatever features it desires. Reguardless of the features taken its eyes appear as holes of endless depth, with bits of light floating about and chasing one another within. </p><p></p><p>The karribi are native creatures of Dream, beings whom roam between the world of the waking and that of the sleeping as other fey roam their forests. Most karibbi leave be dreaming beings, content to watching the scenes their minds form, only rarely entering within. However, some karibbi are horribly sadistic, terrifying others for extended periods with their powers, returning to their homes repeatedly. Many of these particular Karibbi have become termed 'boogyman'. </p><p></p><p>Karibbi stand at about three and a half feet tall and weigh 85 lbs. They communicate via telepathy. </p><p></p><p><strong>Aura of Possibilities (Ps):</strong></p><p>A karribi's mere presence destabilizes the boundaries between dream and reality. Within this aura near anything can seem to happen. It extends some 10 feet from the being and those within must make a DC 18 will check to disbelieve every minute. Otherwise anything experienced within this aura seems completely real, as if under the Microcosm power. Every minute a new check can be made to disbelieve, and if the karibbi moves out of range the effect ends. </p><p></p><p><strong>Dreamborn:</strong></p><p>Dreamborn creatures appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.</p><p></p><p><strong>Dreamwalk (Ps):</strong></p><p>A karribi can dive into the mind of a sleeping being and follow the path the mind has made to enter into Dream as if using plane shift. It can also enter into reality using the same means. </p><p></p><p><strong>Mindflame (Ps):</strong></p><p>Once per round a karribi can release a 60-foot cone of bewildering eldritch energy that does 3d10 damage, half of which is fire (reflex save for half damage), and the other half psionic energy alike to Mindthrust (will save for half damage). Creatures immune to mind affects still take the fire damage. </p><p></p><p><strong>Psionic Hole (Ps):</strong></p><p>Those hit by a Karibbi lose their psionic focus, if any, as do those who successfully strikes the Karibbi themselves. </p><p>Also, if the karibbi is the target of a power, the manifester of the power must spend an additional three power points, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.</p><p></p><p><strong>Shed Body (Ex):</strong></p><p>After dusk, or in any area of dim illumination, a Karibbi fades farther into Dream and can become incorporeal as if using the Shed Body ability of the Psion Uncarnate (See p. 149 of the Expanded Psionics Handbook). Its miss chance also increases by 40%. </p><p></p><p><strong>Sleepless:</strong></p><p>A karibbi has complete immunity to all magical and psionic sleep effects. </p><p></p><p><strong>Uncarnate Bridge (Ps):</strong></p><p>A karribi can transport itself via the minds of living creatures. As a touch attack while incorporeal, it can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature. It literally appears to dive within the head of the creature and pull itself out of the head of the second. </p><p>If it desires, a karibbi can destructively exit the destination creature by becoming corporeal as it emerges, dealing 2d6 points of damage. </p><p></p><p><strong>Skills:</strong></p><p>A karibbi gains a +8 racial bonus on jump checks, seeming not to be very restricted to the rules of reality.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2257278, member: 9755"] [FONT=Book Antiqua][SIZE=4][color=#333333][b]Karibbi[/b][/color][/SIZE][/FONT] Small Fey (dreamborn) Hit Dice: 6d6+6 (27 hp) Initiative: +2 Speed: 30 ft. AC: 16 (+3 dex, +2 natural, +1 size), flat-footed 12, touch 13, 20% miss chance BAB/Grapple: +3/+4 Space/Reach: 5 ft./5 ft. Attack: Slam +3 melee (1d6+1 plus psionic hole) Full attack: 2 slams +3 melee (1d6+1 plus psionic hole) Special Attacks: Mind Flame, Power Resistance 16, Psionic Hole, Uncarnate Bridge Special Qualities: Dreamborn, Low-light vision, Sleepless Saves: Fort +3, Ref +8, Will +10 Abilities: Str 13, Dex 16, Con 12, Int 19, Wis 20, Cha 17 Skills: Autohypnosis +14, Gather Information +12, Hide +16, Intimidate +12, Jump +18, Knowledge (psionics) +13, Listen +14, Psicraft +13, Sense Motive +14, Spot +14 Feats: Improved Grapple, Lucid Dreaming, Up the Walls Environment: Plane of Dreams or any land Organization: Solitary CR: 6 Alignment: Any chaotic Treasure: None Advancement: -- Level Adjustment: -- A karribi appears almost golinoid with its lack of height, however, this is the limit to the resemblance. Their skin is grey and leathery and glistens like fish scales. Its physique, though of short stature, is robust, with overly large, powerful looking hands. Their face, in its natural form, is a blurred surface of nothingness that can take on whatever features it desires. Reguardless of the features taken its eyes appear as holes of endless depth, with bits of light floating about and chasing one another within. The karribi are native creatures of Dream, beings whom roam between the world of the waking and that of the sleeping as other fey roam their forests. Most karibbi leave be dreaming beings, content to watching the scenes their minds form, only rarely entering within. However, some karibbi are horribly sadistic, terrifying others for extended periods with their powers, returning to their homes repeatedly. Many of these particular Karibbi have become termed 'boogyman'. Karibbi stand at about three and a half feet tall and weigh 85 lbs. They communicate via telepathy. [b]Aura of Possibilities (Ps):[/b] A karribi's mere presence destabilizes the boundaries between dream and reality. Within this aura near anything can seem to happen. It extends some 10 feet from the being and those within must make a DC 18 will check to disbelieve every minute. Otherwise anything experienced within this aura seems completely real, as if under the Microcosm power. Every minute a new check can be made to disbelieve, and if the karibbi moves out of range the effect ends. [b]Dreamborn:[/b] Dreamborn creatures appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks. [b]Dreamwalk (Ps):[/b] A karribi can dive into the mind of a sleeping being and follow the path the mind has made to enter into Dream as if using plane shift. It can also enter into reality using the same means. [b]Mindflame (Ps):[/b] Once per round a karribi can release a 60-foot cone of bewildering eldritch energy that does 3d10 damage, half of which is fire (reflex save for half damage), and the other half psionic energy alike to Mindthrust (will save for half damage). Creatures immune to mind affects still take the fire damage. [b]Psionic Hole (Ps):[/b] Those hit by a Karibbi lose their psionic focus, if any, as do those who successfully strikes the Karibbi themselves. Also, if the karibbi is the target of a power, the manifester of the power must spend an additional three power points, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. [b]Shed Body (Ex):[/b] After dusk, or in any area of dim illumination, a Karibbi fades farther into Dream and can become incorporeal as if using the Shed Body ability of the Psion Uncarnate (See p. 149 of the Expanded Psionics Handbook). Its miss chance also increases by 40%. [b]Sleepless:[/b] A karibbi has complete immunity to all magical and psionic sleep effects. [b]Uncarnate Bridge (Ps):[/b] A karribi can transport itself via the minds of living creatures. As a touch attack while incorporeal, it can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature. It literally appears to dive within the head of the creature and pull itself out of the head of the second. If it desires, a karibbi can destructively exit the destination creature by becoming corporeal as it emerges, dealing 2d6 points of damage. [b]Skills:[/b] A karibbi gains a +8 racial bonus on jump checks, seeming not to be very restricted to the rules of reality. [/QUOTE]
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