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Breadcrumb

Hollow Folk

Challenge
str
14
dex
18
con
14
int
10
wis
14
cha
18

AC 14
HP 84 (13d8 + 26; bloodied 42)
Speed 30 ft. when attached; fly 40 ft. (hover) when unattached
Initiative Dex +4 (14), Insight +5 (15), Perception +2 (12)


Proficiency +3; Maneuver DC 15
Saving Throws Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +4
Skills Deception +7, Insight +5, Stealth +7
Damage Vulnerabilities slashing (while unattached only)
Damage Resistances bludgeoning
Senses passive Perception 12
Languages Common and 2 more; the languages known by the creature it is attached to


Facade. When the hollow folk attaches to a creature, it takes on that creature’s appearance and voice and is indistinguishable from that creature.

Slashing Sensitivity. When the hollow folk takes slashing damage while bloodied and attached to a creature, it detaches from that creature.


ACTIONS

Multiattack. While attached to a creature, the hollow folk makes 3 attacks with either its slam or a weapon.

Slam (Attached Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Weapon (Attached Only). The hollow folk uses a weapon carried by the attached target. It is considered proficient with the weapon.


BONUS ACTIONS

Attach (Unattached Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one humanoid creature that has no attached hollow folk. Hit: The hollow folk plasters itself to the target, becoming grappled and taking on the target’s appearance. When the hollow folk is dealt damage while attached, it takes half the damage (rounded down) and the other half is dealt to the grappled target. Any effect that targets the hollow folk also targets the attached creature. The attached creature can be targeted separately.

While the hollow folk is attached, it takes control of the target’s body. It uses its own actions, not the target’s. It shares the memories and languages of the attached creature but none of the creature’s skills or abilities. The hollow folk can detach itself at any time without using an action. The hollow folk detaches when it or the target dies.

While attached, the target is conscious but helpless and doesn’t require food or water. It can make a Strength saving throw at the end of each of its turns. After two successes on this saving throw, the target frees itself and detaches the hollow folk. After two failures, the creature no longer makes saving throws to escape. While the hollow folk is attached to the target, the target gains a level of exhaustion every 5 days.

Blood Drain (Attached Only). The hollow folk regains 10 hit points, and the attached creature gains a level of exhaustion. This exhaustion can’t be removed while the hollow folk is attached to the creature.

Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10 Planetary landings can be dangerous. Various aliens can masquerade as members of a crew.

DC 15 Hollow folk are blood-sucking parasites that plaster themselves to a person and control their actions.

DC 20 You can spot someone controlled by a hollow folk because they don’t bleed. If you do enough damage to a hollow folk that’s controlling someone, you can force it to flee— but you might kill the victim in the process.

Description

Seen from the front, hollow folk appear to be ordinary humanoids. From the rear, they resemble hollow shells—like paper mache casts of a humanoid’s front half.

Behavior

1–2 In hollow folk form and wearing the appearance of former victim: stealthily looking for a lone victim

3 In hollow folk form, approaching openly from a distance, careful to only be seen from the front

4 Possessing a creature, willing to pay for transportation to another planet as the people around here are too suspicious and no longer easy prey

Signs

1–2 A blood-drained corpse with no visible wounds

3 Suspicious people who believe anyone might be an imposter

4 A scrawled note: “watch out for hollows”

Encounters

Hollow folk are most commonly found preying on isolated villages and urban sprawls.

CR 5–10 1 or 2 hollow folk

Treasure  a personal communicator (ICD)

CR 11–16 3  hollow folk

Treasure  chemical detector, distress beacon, ghillie suit, 3 rifles, cybernetics kit, jump coils, gold ring worth 100 cr, gold bracelet with an inscription from a loving family worth 250 cr, 500 cr of assorted jewelry and accessories, 700 cr

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.