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Shadow Creature

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The Topaz Order

The Topaz Order

SHADOW CRE AT URE

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Shadow creatures dwell on the Plane of Shadow, sometimes crossing into other planes where the barriers between dimensions are weak. Just as parts of the Plane of Shadow resemble a strange, distorted version of the Material Plane, shadow creatures superfi cially resemble creatures from the Material Plane. Shadow creatures are darker, more elusive, and spookier than their material counterparts. Shadow creatures are not to be confused with shadows (undead creatures that dwell on the Plane of Shadow). Other creatures native to the Plane of Shadow exist that have stronger or weaker connections to the energies of that place (such as the shadow mastiff ) and therefore do not follow this template.

SAMPLE SHADOW CREATURE

Shadow Choker Small Aberration (Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 30 ft. (6 squares), climb 15 ft. Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, fl atfooted 15 Base Attack/Grapple: +2/+5 Attack: Tentacle +6 melee (1d3+3) Full Attack: 2 tentacles +6 melee (1d3+3) Space/Reach: 5 ft./10 ft. Special Attacks: Constrict 1d3+3, improved grab Special Qualities: Darkvision 60 ft., fast healing 2, low-light vision, quickness, resistance to cold 8, shadow blend Saves: Fort +2, Ref +5, Will +4 Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 Skills: Climb +13, Hide +10, Move Silently +12 Feats: Improved InitiativeB, Lightning Refl exes, Stealthy Environment: Plane of Shadow Organization: Solitary Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually neutral evil Advancement: 4–6 HD (Small); 7–9 HD (Medium) Level Adjustment: —

A creature lurks in the shadows. Its dark, mottled body resembles that of a naked halfl ing, but its limbs are incredibly spindly and long. It seems to be almost a living shadow—an oily, liquid creature of the darkness. Combat A shadow choker uses its shadow blend ability to strike from the shadows. If badly wounded, it is likely to withdraw from combat and stalk its intended prey for a short time to give its fast healing a chance to work before striking again. Constrict (Ex): The shadow choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with a verbal component. Improved Grab (Ex): To use this ability, a shadow choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Shadow Blend (Su): In any conditions other than full daylight, a shadow choker can disappear into the shadows, giving it total concealment. Artifi cial illumination, even a light or continual fl ame spell, does not negate this ability, but a daylight spell will.

Skills: A shadow choker has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A shadow choker has a +6 racial bonus on Move Silently checks.

CREATING A SHADOW CREATURE

“Shadow” is a template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin (referred to hereafter as the base creature). A shadow creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Illus. by M. Phillippi

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