Piratecat
Sesquipedalian
Now, remember... no mentioning any of this elsewhere on the boards! It's not for my players' eyes.
Here's the stats for the psionic shadow they fought in the dwarven outpost of Mridsgate.
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Baendril, shadow psion (telepath) 17
Baendril is centuries old, a normal shadow that picked up a small degree of self-sentience and psionic ability while hunting in a mindflayer city. He's slowly grown in power, keeping herds of dominated mortals in isolated caverns and playing intelligent monsters off against one another. He's hard for the White Kingdom to control, but makes a wonderful infiltrator for those times that the ghouls don't want to get food or more recruits.
HD: 20d12 (130 hp)
Init: +2
Speed: 30', 40' flying (good), 90' flying with power
AC: 14 (+2 dex, +1 deflection, +1 insight)
Attacks: incorporeal touch +14/+9/+4
Damage: incorporeal touch 1d6 strength damage (19-20/x2)
SA: strength damage, psionics, create spawn
SQ: undead, incorporeal, +2 turn resistance
Saves: fort +6, Ref +8, Will +14
Abilities: S --, D 15, C --, Int 8, Wis 12, Cha 22
Skills: Bluff +8, Concentration +20, Gather info +16, Hide +17 (+32), Intuit direction +5, Listen +7, Sense motive +11, Spot +7
Feats: Dodge, psionic focus (telepathy), greater psionic focus (telepathy), weapon focus (touch), improved critical (touch), heroic surge (extra move or attack 3/day), one more
AL: CE
PP: 170
Powers:
0 - burst, daze, five more
1 – 1 pp - conceal thoughts, sense link, combat precog, know location, Overlay Shadow Body (as misdirection)
2 – 3 pp - brain lock, detect thoughts, combat prescience, suggestion, see invisible
3 – 5 pp - schism, crisis of breath, charm monster, fly
4 – 7 pp - fatal attraction DC +10, forced mindlink, mindwipe, tailor memory
5 – 9 pp - mind probe DC +11, greater domination, baleful teleport DC +7, teleport
6 – 11 pp - mass suggestion DC +12, Killer Shadow (targets shadow animates and attacks), Shadow of Hatred
7 – 13 pp - insanity DC +13, mass domination, ultrablast
8 – 15 pp - mind blank, shadow blades
Shadow Blades (Su): In any area that contains decent shadows -- a room lit by multiple torches, a rocky shrine in late afternoon, or any area that you would let a shadowdancer hide in but not a normal rogue (not enough for full concealment) -- the shadow may animate shadows with 30' of itself as a standard action. The animated shadow blades last for one round. Any character within this area takes 3d6 points of temporary Strength damage. A Reflex Save (DC=1d20+15) halves this damage (evasion works as normal).
Shadow of Hatred (Su): As a standard action, the shadow may select up to three targets within 30' who have visible shadows. The shadows come to life and attack the target as a Phantasmal Killer (same DC).
Natural Invisibility (Su): The shadow is naturally invisible in any area with decent shadows, pooling his essence into the shadows of the area.
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Baendril has a fascinating history and personality, which I don't have time to write up right now.

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Baendril, shadow psion (telepath) 17
Baendril is centuries old, a normal shadow that picked up a small degree of self-sentience and psionic ability while hunting in a mindflayer city. He's slowly grown in power, keeping herds of dominated mortals in isolated caverns and playing intelligent monsters off against one another. He's hard for the White Kingdom to control, but makes a wonderful infiltrator for those times that the ghouls don't want to get food or more recruits.
HD: 20d12 (130 hp)
Init: +2
Speed: 30', 40' flying (good), 90' flying with power
AC: 14 (+2 dex, +1 deflection, +1 insight)
Attacks: incorporeal touch +14/+9/+4
Damage: incorporeal touch 1d6 strength damage (19-20/x2)
SA: strength damage, psionics, create spawn
SQ: undead, incorporeal, +2 turn resistance
Saves: fort +6, Ref +8, Will +14
Abilities: S --, D 15, C --, Int 8, Wis 12, Cha 22
Skills: Bluff +8, Concentration +20, Gather info +16, Hide +17 (+32), Intuit direction +5, Listen +7, Sense motive +11, Spot +7
Feats: Dodge, psionic focus (telepathy), greater psionic focus (telepathy), weapon focus (touch), improved critical (touch), heroic surge (extra move or attack 3/day), one more
AL: CE
PP: 170
Powers:
0 - burst, daze, five more
1 – 1 pp - conceal thoughts, sense link, combat precog, know location, Overlay Shadow Body (as misdirection)
2 – 3 pp - brain lock, detect thoughts, combat prescience, suggestion, see invisible
3 – 5 pp - schism, crisis of breath, charm monster, fly
4 – 7 pp - fatal attraction DC +10, forced mindlink, mindwipe, tailor memory
5 – 9 pp - mind probe DC +11, greater domination, baleful teleport DC +7, teleport
6 – 11 pp - mass suggestion DC +12, Killer Shadow (targets shadow animates and attacks), Shadow of Hatred
7 – 13 pp - insanity DC +13, mass domination, ultrablast
8 – 15 pp - mind blank, shadow blades
Shadow Blades (Su): In any area that contains decent shadows -- a room lit by multiple torches, a rocky shrine in late afternoon, or any area that you would let a shadowdancer hide in but not a normal rogue (not enough for full concealment) -- the shadow may animate shadows with 30' of itself as a standard action. The animated shadow blades last for one round. Any character within this area takes 3d6 points of temporary Strength damage. A Reflex Save (DC=1d20+15) halves this damage (evasion works as normal).
Shadow of Hatred (Su): As a standard action, the shadow may select up to three targets within 30' who have visible shadows. The shadows come to life and attack the target as a Phantasmal Killer (same DC).
Natural Invisibility (Su): The shadow is naturally invisible in any area with decent shadows, pooling his essence into the shadows of the area.
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Baendril has a fascinating history and personality, which I don't have time to write up right now.

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