Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Aid requested] Dreams and nightmares incarnate
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 1347165" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>Darkness</strong></span></p><p></p><p><strong>intermediate Incarnation</strong></p><p><strong>Large Incarnation</strong></p><p></p><p><strong>Hit Dice:</strong> 8d12 (52 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>Armor Class:</strong> 18 (+4 Dex, +3 natural, +1 deflection) Loses deflection bonus if made fully physical.</p><p><strong>Base Attack/Grapple:</strong> +4/+14</p><p><strong>Attack:</strong> Two claws +12 melee (1d8+3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Improved grab, shadow theft.</p><p><strong>Special Qualities:</strong> Damage reduction 7/weapons that emit light, darkvision 120 ft., SR 21, hide in plain sight, darkness, incarnation traits.</p><p><strong>Saves:</strong> Fort +2, Ref +6, Will +4</p><p><strong>Abilities:</strong> Str 28, Dex 18, Con -, Int 3, Wis 6, Cha 8</p><p><strong>Skills:</strong> Hide +11</p><p><strong>Feats:</strong> None.</p><p><strong>Challenge Rating:</strong> 10</p><p><strong>Treasure:</strong> Essence</p><p><strong>Alignment:</strong> Neutral Evil</p><p></p><p>Darkness takes its form by finding a dark cloud that resembles a creature with a face, and animating it. Darkness appears as a great billowing mass of dark vapor with jagged tendrils that trail like scourges, with a misty draconic face. As it moves, a deep beating sound, like wings, fills the air, but the sound seems to come from all directions. The space around Darkness fills with shadows, but its victims cast none of their own.</p><p></p><p><strong>Combat</strong></p><p>Darkness kills by grabbing foes, pulling them inside it, and stealing their shadows. After that, Darkness is unconcerned, and will simply flee combat.</p><p></p><p><strong>Incarnation Traits:</strong> In their normal form, incarnations are incorporeal, and indeed have no physical form at all, so they cannot be harmed, and though they are limited to their normal movement rate, they are non-localized phenomena. Area of effect abilities can affect them, but they cannot be targeted.</p><p></p><p>Incarnations are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hit, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution score and thus are immune to any effect requiring a Fortitude save (unless it affects objects).</p><p></p><p><strong>Animate Form (Su):</strong> An incarnation may, once per day, enter an inanimate object that has some form of eyes, such as a statue or dead body. Even if the eyes are no longer present, such as with a skeleton, the incarnation may still animate it. Entering an object in this way takes one minute, during which time the incarnation has all the vulnerabilities of a physical body, but only its telepathic and particular incarnation powers. Lesser incarnations can only enter objects of small size or less. Intermediate incarnations can enter medium or large objects. Greater incarnations can enter only objects that are large or huge. Nightmare incarnations can animate objects anywhere between small and gargantuan size.</p><p></p><p>Leaving the object likewise takes a minute, and has the same restrictions. Additionally, the incarnation cannot leave an object if the 'eyes' of the object cannot open. If the containing vessel is destroyed (e.g., if the incarnation is reduced to 0 hp while in such a form, or the form is disintegrated, etc.), the incarnation itself is forced back into its nonmanifested form. The incarnation is unable to take any actions, and unless somehow it is healed in the next ten rounds, it is slain and cannot be raised from the dead.</p><p></p><p>Certain magical effects can force an incarnation to manifest and then become fully solid, as if it were in an animated body. When so affected, an incarnation can be truly killed.</p><p></p><p><strong>Telepathy (Su):</strong> Incarnations can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p><strong>Manifest (Su):</strong> Incarnations may manifest, becoming visible with an incorporeal physical form. They can strike with their natural bodies and use all their abilities as if they were solid, but they gain all the defensive benefits of being incorporeal. Because of the semi-real nature of the incarnations, while manifested they do have a Strength score, and use it to modify their attacks normally. While manifested, incarnations gain a deflection bonus to AC equal to their Charisma modifier, or at least +1.</p><p></p><p>Additionally, all incarnations have some form of damage reduction, and any item that bypasses an incarnation's damage reduction can harm its manifested form just as if it were a ghost touch weapon. </p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Darkness must hit a Large or smaller creature with its claw attack. If it gets a hold, it may immediately make a grapple check to grab the target.</p><p></p><p><strong>Shadow Theft (Su):</strong> If Darkness succeeds in pinning a creature, that creature is pulled into Darkness, and has its shadow stolen. The creature takes 4d6 points of damage, and Darkness heals an equal amount. Any HP over its maximum are gained as temporary bonus HP, to a maximum of twice its normal HP.</p><p></p><p>Creatures that have had their shadows stolen no longer cast shadows, even on themselves, giving them a pale, sickly appearance. It is not that light reflects off them to make them brighter, but rather that the body's natural darkness is eliminated, making it very susceptible to damage from even faint light. Dim light makes them uncomfortable, imposing a -1 penalty to all attack and damage rolls, skill checks, and saves. Normal indoor light deals 1 damage every 10 minutes. Sunlight causes severe burns, dealing 1 damage every round. This damage can be prevented with heavy clothes that cover the entire body, and can be cured with a remove curse followed by a heal spell.</p><p></p><p>If a creature persists in attacking Darkness after having its shadow stolen, and the creature manages to kill Darkness and absorb its essence, the creature becomes unable to ever have another shadow, so this condition cannot be cured.</p><p></p><p><strong>Hide in Plain Sight (Su):</strong> This is as per the shadowdancer ability of the same name.</p><p></p><p><strong>Darkness (Su):</strong> Darkness is immune to damage from shadow-based attacks, but takes double damage from light-based attacks.</p><p></p><p><strong>Essence (Su):</strong> Any creature that kills Darkness, or is within 20 ft. of Darkness when it dies, takes 4d6 points of Wisdom damage and gains the Darkness ability, detailed above (Will DC 12 negates).</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1347165, member: 63"] [size=3][b]Darkness[/b][/size] [b]intermediate Incarnation Large Incarnation[/b] [b]Hit Dice:[/b] 8d12 (52 hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 40 ft. [b]Armor Class:[/b] 18 (+4 Dex, +3 natural, +1 deflection) Loses deflection bonus if made fully physical. [b]Base Attack/Grapple:[/b] +4/+14 [b]Attack:[/b] Two claws +12 melee (1d8+3) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Improved grab, shadow theft. [b]Special Qualities:[/b] Damage reduction 7/weapons that emit light, darkvision 120 ft., SR 21, hide in plain sight, darkness, incarnation traits. [b]Saves:[/b] Fort +2, Ref +6, Will +4 [b]Abilities:[/b] Str 28, Dex 18, Con -, Int 3, Wis 6, Cha 8 [b]Skills:[/b] Hide +11 [b]Feats:[/b] None. [b]Challenge Rating:[/b] 10 [b]Treasure:[/b] Essence [b]Alignment:[/b] Neutral Evil Darkness takes its form by finding a dark cloud that resembles a creature with a face, and animating it. Darkness appears as a great billowing mass of dark vapor with jagged tendrils that trail like scourges, with a misty draconic face. As it moves, a deep beating sound, like wings, fills the air, but the sound seems to come from all directions. The space around Darkness fills with shadows, but its victims cast none of their own. [b]Combat[/b] Darkness kills by grabbing foes, pulling them inside it, and stealing their shadows. After that, Darkness is unconcerned, and will simply flee combat. [b]Incarnation Traits:[/b] In their normal form, incarnations are incorporeal, and indeed have no physical form at all, so they cannot be harmed, and though they are limited to their normal movement rate, they are non-localized phenomena. Area of effect abilities can affect them, but they cannot be targeted. Incarnations are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hit, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution score and thus are immune to any effect requiring a Fortitude save (unless it affects objects). [b]Animate Form (Su):[/b] An incarnation may, once per day, enter an inanimate object that has some form of eyes, such as a statue or dead body. Even if the eyes are no longer present, such as with a skeleton, the incarnation may still animate it. Entering an object in this way takes one minute, during which time the incarnation has all the vulnerabilities of a physical body, but only its telepathic and particular incarnation powers. Lesser incarnations can only enter objects of small size or less. Intermediate incarnations can enter medium or large objects. Greater incarnations can enter only objects that are large or huge. Nightmare incarnations can animate objects anywhere between small and gargantuan size. Leaving the object likewise takes a minute, and has the same restrictions. Additionally, the incarnation cannot leave an object if the 'eyes' of the object cannot open. If the containing vessel is destroyed (e.g., if the incarnation is reduced to 0 hp while in such a form, or the form is disintegrated, etc.), the incarnation itself is forced back into its nonmanifested form. The incarnation is unable to take any actions, and unless somehow it is healed in the next ten rounds, it is slain and cannot be raised from the dead. Certain magical effects can force an incarnation to manifest and then become fully solid, as if it were in an animated body. When so affected, an incarnation can be truly killed. [b]Telepathy (Su):[/b] Incarnations can communicate telepathically with any creature within 100 feet that has a language. [b]Manifest (Su):[/b] Incarnations may manifest, becoming visible with an incorporeal physical form. They can strike with their natural bodies and use all their abilities as if they were solid, but they gain all the defensive benefits of being incorporeal. Because of the semi-real nature of the incarnations, while manifested they do have a Strength score, and use it to modify their attacks normally. While manifested, incarnations gain a deflection bonus to AC equal to their Charisma modifier, or at least +1. Additionally, all incarnations have some form of damage reduction, and any item that bypasses an incarnation's damage reduction can harm its manifested form just as if it were a ghost touch weapon. [b]Improved Grab (Ex):[/b] To use this ability, Darkness must hit a Large or smaller creature with its claw attack. If it gets a hold, it may immediately make a grapple check to grab the target. [b]Shadow Theft (Su):[/b] If Darkness succeeds in pinning a creature, that creature is pulled into Darkness, and has its shadow stolen. The creature takes 4d6 points of damage, and Darkness heals an equal amount. Any HP over its maximum are gained as temporary bonus HP, to a maximum of twice its normal HP. Creatures that have had their shadows stolen no longer cast shadows, even on themselves, giving them a pale, sickly appearance. It is not that light reflects off them to make them brighter, but rather that the body's natural darkness is eliminated, making it very susceptible to damage from even faint light. Dim light makes them uncomfortable, imposing a -1 penalty to all attack and damage rolls, skill checks, and saves. Normal indoor light deals 1 damage every 10 minutes. Sunlight causes severe burns, dealing 1 damage every round. This damage can be prevented with heavy clothes that cover the entire body, and can be cured with a remove curse followed by a heal spell. If a creature persists in attacking Darkness after having its shadow stolen, and the creature manages to kill Darkness and absorb its essence, the creature becomes unable to ever have another shadow, so this condition cannot be cured. [b]Hide in Plain Sight (Su):[/b] This is as per the shadowdancer ability of the same name. [b]Darkness (Su):[/b] Darkness is immune to damage from shadow-based attacks, but takes double damage from light-based attacks. [b]Essence (Su):[/b] Any creature that kills Darkness, or is within 20 ft. of Darkness when it dies, takes 4d6 points of Wisdom damage and gains the Darkness ability, detailed above (Will DC 12 negates). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Aid requested] Dreams and nightmares incarnate
Top