NEW MONSTERS
CHAPTER 8
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Shadow creatures encountered on the Material Plane have the extraplanar subtype and are native to the Plane of Shadow. Speed: As base creature × 1-1/2. Special Qualities: A shadow creature retains all the special qualities of the base creature, and also gains the following: — Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15. — Darkvision out to 60 feet. — Low-light vision. — Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will. Shadow creatures also have one additional special ability for every 4 Hit Dice they possess (minimum of one additional ability) chosen from the following list: — +2 luck bonus on all saving throws. —Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based. —Damage reduction 5/magic. —Evasion, as the rogue class feature. —Fast healing 2. —Mirror Image (Sp): 1/day. Caster level 5th. —Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th. If the base creature already has one or more of these special qualities, use the better value. Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks. Feats: Same as the base creature. Environment: Plane of Shadow. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature. Alignment: Usually neutral evil. Advancement: Same as the base creature. Level Adjustment: Same as base creature +2.
SILTHILAR Fine Aberration (Shapechanger, Swarm) Hit Dice: 9d8+27 (67 hp) Initiative: +9 Speed: 20 ft. (4 squares), fly 40 ft. (perfect) Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18; or 23 (+5 Dex, +8 natural) in coalesced form Base Attack/Grapple: +6/–10 in coalesced form Attack: Swarm (2d6 plus infestation); in coalesced form, kukri +11 melee (1d4/18–20) or spine +11 melee (1d4 plus infestation)
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Full Attack: Swarm (2d6 plus infestation); in coalesced form, 4 kukris +11 melee (1d4/18–20) or 4 spines +11 melee (1d4 plus infestation) Space/Reach: 10 ft./—; or 5 ft./5 ft. in coalesced form Special Attacks: Distraction, infestation, warp flesh Special Qualities: Coalesced form, immortality, immunity to disease, immunity to weapon damage, low-light vision, swarm traits Saves: Fort +6, Ref +8, Will +9 Abilities: Str 1 (10 in coalesced form), Dex 20, Con 16, Int 20, Wis 12, Cha 17 Skills: Concentration +15, Diplomacy +5, Heal +13, Knowledge (arcana) +17, Knowledge (any one) +17, Listen +13, Sense Motive +13, Spot +13 Feats: Ability Focus (warp flesh), Graft FleshB†, Improved Initiative, Iron Will, Weapon Finesse † New feat described on page 216. Environment: Temperate forests Organization: Solitary, gang (2–4 swarms), or colony (5–12 swarms) Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: +8 This cloud of pale green mist defies the laws of nature, coiling and roiling almost with a mind of its own. Long, dark green spines the size of a rapier blade, up to four at a time, constantly form and dissolve within the cloud. Suddenly, it collapses in on itself to take on the crude form of a flying eight-limbed creature. The four upper limbs end in long spines, and the four lower limbs end in tiny, four-fingered hands. Its roughly humanoid torso is covered with dark green plates, and its head is a writhing mass of tendrils.
The silthilar are an unusual form of colonial intelligence found only in the most tangled and remote forests of the world. They are all that remains of a proud and ancient race of sylvan creatures that had mastered the art of grafting and shaping living flesh to suit their own needs. Their world crumbled eons ago when their research unleashed a terrible magic plague. Silthilar wizards, in an act of desperation, worked a powerful spell that separated their minds from their failing bodies. The spell shattered their minds into millions of tiny motes of flesh and bone, each of which served as a vessel for a single piece of silthilar lore. Alone, a single piece of flesh or bone was nothing more than quiescent lore, but together, the particles formed a powerful hive mind capable of organizing thousands upon thousands of similar particles into a single entity. Today, the silthilar exist as these hive-mind swarms. In their new form, the silthilar are free to pursue their research and experiments without fear of disease or old age. Fortunately, their curiosity about the flesh is tempered by their respect for life. With the notable exception of rogue swarms, most silthilar