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Solsword

homebrew from the grave "Shadow Spawn"

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so, ive been thinking about a campaign against the undead hordes and decided to get creative. upon thinking up interesting concepts for unique undead i figured i'd start creating my own. This not only includes the Shadow Spawn below, but also one i have not yet started (basically a psyonic goul with an AOE stun)

Post your own Undead monstrosities and lets see just exactly how much of the undead scourge we can create.

SHADOW SPAWN CR ?
XP ?
CE Medium undead
Init +5; Senses: darkvision 120 ft., Shadow Body

DEFENSE
AC 20, touch 20, flat-footed 15 (+4 deflection, +5 Dex, +1 dodge)
hp 80 (8d8+32)
Fort +6, Ref +7, Will +9
Defensive Abilities DR 5/silver, fire; Immune cold; Immune undead traits; deceptive shadow; Regeneration 5 (fire or sunlight);
Weaknesses sunlight powerlessness

OFFENSE
Speed fly 60 ft. (perfect)
Melee 2 claws +10 (1d8+6 1d6 cold, 1d6 negative energy plus terror)
Special Attacks Chilling Cold

STATISTICS
Str 18, Dex 20, Con —, Int 5, Wis 16, Cha 19
Base Atk +14; CMB +25; CMD
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus (touch)
Skills Fly +19, Perception +10, Sense Motive +7, Disguise +5
Languages Common

SPECIAL ABILITIES
Shadow Walk (Ex)
A shadow spawn has a shadow walk at will up to 80 ft.

Regeneration (Ex)
A shadow spawn has troll like regeneration while in dim light or darker. This regeneration also works while in magical effects such as Darkness.

Annihilate Light
As a move action, a shadow spawn may extinguish any non magical light source within 60ft (target). If the light source is magical, the source is subject to greater dispel magic (CL 12th)

Terror (Su)
A creature damaged by the shadow spawn’s touch attack must make a DC 15 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the Shadow Spawn’s touch attempts to dispel one such effect with greater dispel magic (CL 12th). Negative energy damage caused by a shadow spawn’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based. Those immune to negative energy are immune to the Shadow Spawn’s Terror

Deceptive Shadow
Gives the Shadow Spawn the ability to hide in plain sight and gain +10 to all disguise checks to make its self look like a shadow. This includes checks to mimic a living creature’s shadow no larger then medium size (DC 20)

Chilling Cold
The Shadow Spawn’s Claws give off a chilling touch whenever it confirms a melee attack. Creatures hit by one of a Shadow Spawn’s Claws begin to become numb and gain -1 to attack rolls (DC 25 fortitude save negates) When this effect stacks 5 times, the target’s movement speed is cut in half. When this effect stacks 10 times, the target is unable to move and drops all currently held items. (Excluding bracers, strapped shields or locked items but is unable to use them properly.) After this effect stacks 15 times, the target is unable to properly defend them selfs and becomes helpless.

Sunlight Powerlessness
If a Shadow Spawn is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered. In addition, a Shadow Spawn caught in daylight takes an additional 5d6 damage per round spent in daylight.

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