A globe of absolute blackness, a ball of
nothingness 2 feet in diameter. The object is actually a hole in the continuity
of the multiverse. Any matter that comes in contact with a sphere is instantly
sucked into the void, gone, and utterly destroyed. Only the direct intervention
of a deity can restore an annihilated character.
It certainly
has always been one of the boogey men of Dungeons & Dragons magic items. For
example how many player characters met their demise in S1: Tomb of Horrors by
stepping into the Green Devil Face? I decided to take the good old sphere and
mash it together with a pseudo like ghost to create something new to terrify
player characters with.
What if the direct intervention of a cruel deity or similar
powerful entity fused an aspect of the victim to the sphere? What if an imprint
of their consciousness was left behind in a twisted and deranged way? The idea
of a freely moving sphere of annihilation shaped like the silhouette of its last victim is a terrifying prospect
indeed. This is especially true considering a sphere of annihilation is
normally static in terms of movement without incredible mental effort.
A silhouette of annihilation usually
haunts the area of its demise and remains stationary and inert until anything
living approaches. Once it senses living matter the silhouette will immediately
begin moving toward it very aggressively. It has been cursed to perceive other
life as the root cause of its hellish existence. What remains of its mind is
exposed to the secrets of the multiverse and all its alien horrors. It cannot
be bargained with and no form of communication will work whatsoever.
The silhouette of annihilation
counts as an undead creature and therefore it can be rebuked but never destroyed.
Most clerics often mistake the silhouette for a shadow which can lead to rather grim consequences. A cleric’s
ability to turn a silhouette should be assigned a very high check number by the DM. That being said, the roll should always have
disadvantage in 5E or a massive penalty in other editions. If the check succeeds, the cleric can force the silhouette to
leave the immediate area as long as they present their holy symbol.
This prevents the cleric from casting or concentrating upon
spells and from making attacks. The cleric may move at their normal movement
rate. If concentration is broken for any reason the silhouette will return to
attack immediately.
An alternative way to prevent the continued haunting by a silhouette
would be to unravel the circumstances of its existence. This could be the
subject of a vast ongoing series of quests a DM could add to their campaign
world. Perhaps there is a way to undue the curse which binds the crazed
consciousness and the sphere of annihilation together?
Should a gate spell be cast upon a silhouette of annihilation, there is a
50% chance (01–50 on d%) that the spell destroys it, a 35% chance (51–85) that
the spell does nothing, and a 15% chance (86–100) that a gap is torn in the
spatial fabric, catapulting everything within a 200’ radius into another plane.
If a rod of cancellation touches a silhouette
of annihilation, they negate each other in a tremendous explosion. Everything
within a 100’ radius takes 3d6x10 points of damage.
Below please find a table of example warning signs player
characters may experience as they approach the lair of a silhouette of annihilation.
Warning Signs (d10)
1. The area is devoid of all life.
2. There is gaping holes in the structures, ground and vegetation in the area.
3. A strange almost metallic hum can be heard.
4. You feel an otherworldly tug on your person and possessions.
5. A great sensation of cold pressure lingers in the area.
6. Intense waves of claustrophobia fill your head.
7. Your senses are assaulted by a sickly sweet metallic aroma.
8. Horrific alien whispers beckon you to move forward.
9. A feeling of intense hatred raises the hair on the nape of your neck.
10. Brain asphyxiation causes you to almost lose consciousness.