Wednesday 8 September 2021

Monsters/Lens: Shadow Creature

Monsters/Lens: Shadow Creature

Shadow creatures dwell on the Plane of Shadow. The lens is very expensive, especially compared to celestial and fiendish creatures. On the other hand, it does have some very powerful abilities. This template appeared first in the Manual of the Planes and was then updated in Lords of Madness.


Shadow Creature [Lords of Madness, page 167]

235 points
Applicable to: Corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin.
Secondary Characteristic Modifiers: Basic Speed +1.00 [20]; Basic Move +1 [5].
Advantages: DR 2 (Bane, Magic, -15%) [9]; Dark Vision [25]; Regeneration (Regular) [25]; Silence 3 [15].
    Blend into Shadows: Invisibility (Accessibility, Only in shadowy illumination, -30%; Affects Machines, +50%; Costs Fatigue, 1 FP, -5%; Dispels after an attack, -20%; Magical, -10%) [34].
    Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Cold Effects [10].
    Shadow Jump: Jumper (Planar; Accessibility, Only on the Plane of Shadow and planes that border it, -5%; Limited Access, Plane of Shadow, -20%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [55].
    Spell-Like Abilities (Alternative Abilities) [27]:
    Mirror Image 1 [20];
    Panic 1 [35/5=7].
Disadvantages: Weakness (1d per 30 minutes; Sunlight, x3) [-15].
Creature Type: Original (Extraplanar), animals or vermin become magical beasts.


Shadow Wight [Manual of the Planes, page 190]

358 points
Attribute Modifiers: ST+2 [20].
Secondary Characteristics Modifiers: HP+4 [8]; Will+1 [5]; Basic Speed +1.00 [20]; Basic Move +1 [5].
Advantages: Dark Vision [25]; DR 1 (Tough Skin, -40%) [3]; DR 2 (Bane, Magic, -15%) [9]; Doesn’t Eat or Drink [10]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Dominance (Fatal Beating, -40%) [12]; ER 1 (Magic) [3]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (No Blood, Unliving) [25]; Regeneration (Regular) [25]; Sharp Claws [5]; Silence 5 [25]; Unaging [15].
    Blend into Shadows: Invisibility (Accessibility, Only in shadowy illumination, -30%; Affects Machines, +50%; Costs Fatigue, 1 FP, -5%; Dispels after an attack, -20%; Magical, -10%) [34].
    Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Cold Effects [10].
    Energy Drain: Leech 3 (Accelerated Healing, +25%; Magical, -10%) [38].
    Shadow Jump: Jumper (Planar; Accessibility, Only on the Plane of Shadow and planes that border it, -5%; Limited Access, Plane of Shadow, -20%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [55].
    Spell-Like Abilities (Alternative Abilities) [27]:
    Mirror Image 1 [20];
    Panic 1 [35/5=7].
Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Disturbing Voice [-10]; Lifebane [-10]; No Sense of Smell/Taste [-5]; Social Stigma (Dead) [-20]; Unnatural [-50]; Weakness (1d per 30 minutes; Sunlight, x3) [-15].
Quirks: Sexless [-1].
Features: Not Subject to Fatigue.
Creature Type: Undead.

Typical Stats

ST:

12

HP:

16

Speed:

6.5

DX:

12

Will:

11

Move:

7

IQ:

10

Per:

10

 

 

HT:

10

FP:

N/A

SM:

+0

Dodge:

9

Parry:

10 (unarmed)

DR:

1* (tough skin), 2 (not vs. magic), 10 (vs. cold)

    Sharp Claws (14): thrust 1d-1 cutting (KYOS: 1d cutting), Reach C.
    Energy Drain: While maintaining ongoing contact (grappling, for example), the shadow wight can drain 3 HP per second from the victim, while healing 1 HP per each stolen HP.
    Create Spawn: Creatures killed by a shadow wight rise after 1d minutes as shadow wights under the shadow wight’s control. They do not possess any of the abilities they had in life.
    Blend into Shadows: In any condition of illumination that imposes a -5 penalty to Vision or worse, the shadow wight can disappear into the shadows, becoming invisible. This gives him a +9 bonus to Stealth in any situation where being seen would matter. Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The shadow wight does not cast a shadow and doesn’t show up in mirrors. Each minute of use costs 1 FP.
    This effect ends if the wight attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the wight attacks directly, however, he immediately becomes visible.
    Shadow Jump (10): The shadow wight can slip into the Plane of Shadows from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, he cannot reactivate it for 5 seconds.
    Spell-Like Abilities (Alternative Abilities):
    Mirror Image 1;
    Panic 1 (11).


    Traits: Appearance (Monstrous; Universal); Dark Vision; Disturbing Voice; Doesn’t Eat or Drink; Doesn’t Breathe; Doesn’t Sleep; ER 1 (Magic); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Noxious Cold Effects; Infravision; Injury Tolerance (No Blood, Unliving); Lifebane; No Sense of Smell/Taste; Regeneration (Regular); Sexless; Silence 5; Social Stigma (Dead); Unaging; Unnatural; Weakness (1d per 30 minutes; Sunlight, x3).
    Skills: Brawling-14; Stealth-14.
    Creature Type: Undead.


Shadow Choker [Lords of Madness, page 167]

292 points
Attribute Modifiers: ST-3 [-30]; DX+1 [20]; IQ-3 [-60].
Secondary Characteristic Modifiers: SM-2; Basic Speed +4.25 [85]; Will+3 [15]; Per+3 [15]; Basic Move +1 [5].
Advantages: Clinging [20]; Constriction Attack [15]; Dark Vision [25]; DR 1 (Tough Skin, -40%) [3]; DR 2 (Bane, Magic, -15%) [9]; Double-Jointed [15]; Good Grip 3 [15]; Infravision [10]; Regeneration (Regular) [25]; Sharp Claws [5]; Silence 3 [15]; Slippery 1 [2]; Stretching 3 (Limited, Arms Only, -20%) [15].
    Blend into Shadows: Invisibility (Accessibility, Only in shadowy illumination, -30%; Affects Machines, +50%; Costs Fatigue, 1 FP, -5%; Dispels after an attack, -20%; Magical, -10%) [34].
    Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Cold Effects [10].
    Shadow Jump: Jumper (Planar; Accessibility, Only on the Plane of Shadow and planes that border it, -5%; Limited Access, Plane of Shadow, -20%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [55].
    Spell-Like Abilities (Alternative Abilities) [27]:
    Mirror Image 1 [20];
    Panic 1 [35/5=7].
Disadvantages: Appearance (Ugly) [-8]; Cowardice (12) [-10]; Increased Consumption 1 [-10]; Odious Personal Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Monster) [-15]; Weakness (1d per 30 minutes; Sunlight, x3) [-15].
Creature Type: Aberration.

Typical Stats

ST:

7

HP:

7

Speed:

10

DX:

11

Will:

10

Move:

11

IQ:

7

Per:

10

 

 

HT:

12

FP:

12

SM:

-1

Dodge:

13

Parry:

9 (unarmed)

DR:

1* (tough skin), 2 (not vs. magic), 10 (vs. cold)

    Sharp Claws (13): thrust 1d-2 cutting (KYOS: 1d-4 cutting), Reach C (Reach C-1 when fully stretched).
    Blend into Shadows: In any condition of illumination that imposes a -5 penalty to Vision or worse, the shadow choker can disappear into the shadows, becoming invisible. This gives him a +9 bonus to Stealth in any situation where being seen would matter. Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The shadow choker does not cast a shadow and doesn’t show up in mirrors. Each minute of use costs 1 FP.
    This effect ends if the choker attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the choker attacks directly, however, he immediately becomes visible.
    Shadow Jump (7): The shadow choker can slip into the Plane of Shadows from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, he cannot reactivate it for 5 seconds.
    Spell-Like Abilities (Alternative Abilities):
    Mirror Image 1;
    Panic 1 (10).


    Traits: Appearance (Ugly); Clinging; Constriction Attack; Cowardice (12); Dark Vision; Double-Jointed; Good Grip 3; Immunity to Noxious Cold Effects; Increased Consumption 1; Infravision; Odious Personal Habit (Eats sapient beings); Regeneration (Regular); Restricted Diet (Carnivore); Silence 3; Slippery 1; Social Stigma (Monster); Stretching 3 (Limited, Arms Only); Weakness (1d per 30 minutes; Sunlight, x3).
    Skills: Brawling-13; Stealth-14; Wrestling-13.
    Techniques: Choke Hold-13.
    Creature Type: Aberration.

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