False Appearance. If Alice is motionless at the start of combat and without Granbell, she has advantage on her initiative roll. Moreover, if a creature hasn’t observed Alice move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that she is animate (if she is without Granbell)
Regeneration. Alice regains 5 hit points at the start of her turn. If she takes fire or necrotic damage, this trait doesn’t function at the start of her next turn. Alice is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. Alice doesn’t require air, food, drink, or sleep.
Abberant mind: Alice does not take any psychic damage. If psychic damage is attempted on her, instead of damaging her, it heals her the same amount as it would injure, and the person who attacked her takes them damage instead.
Granbell’s Symbiosis: A creature that touches Granbell or Alice when she is encased in Granbell or hits Granbell or Alice when she is encased in Granbell when within five feet of them takes 1d8 acid damage.
Amorphous: Granbell can move through a space as narrow as one inch wide without squeezing.
Spider climb: Granbell can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Movement: Alice has a movement speed of thirty feet on her own. When encased in Granbell, she retains this movement speed, but also gains the spider climb ability that Granbell has.
Shared life: Alice and Granbell are psionically linked and share a life force. Alice can dominate Granbell and order the ooze to do as she wants, and Granbell must obey. Alice can also use Granbell’s tremor sense (300 ft) by looking through their senses. Granbell otherwise does not possess any senses.
Multiattack: Alice makes a disturbing grasp attack and Granbell makes an acid glob attack. If they are not together, then the multi-attack doesn’t work.
Disturbing grasp. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 6) and takes 11 (2d10) necrotic damage at the start of each of its turns until this grapple ends. Alice can grapple only one creature at a time.
Acid Glob. Ranged weapon attack: +5 to hit, range 15/30 ft, one target. Hit: 10 (1d10+5) acid damage, and the target must succeed on a DC 15 constitution saving throw or be poisoned for one minute. The target can repeat the saving throw at the end of each of it’s turns, ending the effect on itself on a success.
Cackle (Recharge 4–6). Alice cackles as she targets one or two creatures she can see within 60 feet of her. Each target that can hear her cackling must make a DC 15 Wisdom saving throw, succeeding automatically if they have an Intelligence of 4 or lower. On a failed saving throw, the creature takes 20 (2d10) psychic damage and are incapacitated for 1 minute as they are overcome by a fit of laughter. At the end of each of their turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to Alice’s Cackle for 24 hours.
Description
Alice was a mysterious doll found by the William Dell foundation. Finding that she had aberrant powers, they investigated her and studied her, but she corrupted an ooze test subject and broke out of containment, finding the player characters who she proceeded to help. It is unknown what her backstory or objectives are. She seems to be very knowledgeable, and has extensive knowledge of ancient languages.
Previous Versions
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