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Duppy

Duppy

This floating, ghostly humanoid wears a cowl, but the face beneath it is a blend of human and animal, radiating hatred and fury. Transparent, canine shapes twine around its legs.

Source Isles of the Shackles pg. 48
Orginally posted in Archives of Nethys

A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. While its ghostly form is evidence enough of its twisted hatred, a duppy also possesses power over a pack of faithful, otherworldly hounds that share in their master’s malignance. Duppies typically seek out sailors and pirates to exact their vengeance on, seeking to inflict great violence on those living creatures who remind them of what they lost in life. For this reason, duppies are most often found in seaside towns or nearby beaches, and settlements that rely on the ocean know to fear and hate these ghastly beings.

The presence of a duppy is often preceded by the distant sound of unearthly howling. While a duppy’s incorporeal form ensures that it cannot be captured via mundane means, those who do manage to trick a duppy into a trap are wise to keep the horror confined until day, when its otherworldly abilities are hindered and it can be more easily defeated. However, few creatures can muster powers strong enough to cage a duppy, whose hounds confound enemies and allow the ghostly monster to attack victims from all sides.

Duppy CR 7
XP 3,200

CE Medium undead (incorporeal)

Init +10; Senses Darkvision 60 ft.; Perception +14

Aura unnatural aura (30 ft.)
Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dexterity)

hp 76 (9d8+36)

Fort +7, Ref +11, Will +8

Defensive Abilities Channel Resistance +2, incorporeal; Immune undead traits

Weaknesses resurrection vulnerability, sunlight powerlessness
Offense
Speed fly 40 ft. (perfect)

Melee incorporeal touch +12 (2d8 negative energy plus 1d6 Strength drain)

Special Attacks ravenous hounds
Statistics
Strength -, Dexterity 22, Constitution -, Intelligence 13, Wisdom 15, Charisma 19

Base Atk +6; CMB +12; CMD 26

Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Lunge, Step Up

Skills Fly +26, Intimidate +16, Perception +14, Sense Motive +14, Stealth +18

Languages Common, Polyglot
Special Abilities

Ravenous Hounds (Sp)


Once per day as a standard action, a duppy can bring into being a pack of incorporeal hounds for 1d4+3 rounds. The ravenous hounds attack
as a single unit, have a +11 attack bonus, deal 2d6+3 points of force damage on a successful hit, and threaten a critical hit on a natural 20.
This ability is otherwise identical to mage’s sword (CL 7th).

Resurrection Vulnerability (Su)


A raise dead or similar spell cast on a duppy destroys it (Will negates). Using the spell in this way does not require a material component.

Strength Drain (Su)


Creatures hit by a duppy’s touch attack must succeed at a DC 18 Fortitude save or take 1d6 points of Strength drain. On each successful attack, the duppy gains 5 temporary hit points. The save DC is Charisma-based.

Ecology
Environment warm coastal regions

Organization solitary, pair, or pack (3-8)

Treasure none
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