Converting Creatures from Other Campaign Settings

Status
Not open for further replies.
Updated.

Organization: Solitary or x (2–12)

Challenge Rating: 3? (A wraith's CR equals its HD...5)

Advancement: 4–9 HD (Medium)?
 

log in or register to remove this ad

This is tough. The Con drain isn't as bad, but they're actually harder to hit, have a better attack bonus, and lack daylight powerlessness. They're not as good as a wraith but might be better relative to HD. CR 4?

Organization: gang, like a wraith?

Advancement is fine by me.
 



Umbra
CLIMATE/TERRAIN: Ravenloft/Keening
FREQUENCY: Common (Not encountered outside Keening)
ORGANIZATION: Clan
ACTIVITY CYCLE: Night (Any)
DIET: Nil
INTELLIGENCE: Low (3-5)
TREASURE: Q
ALIGNMENT: Chaotic Evil
No. APPEARING: 2d4
ARMOR CLASS: 5
MOVEMENT: 12
HIT DICE: 4+4
THACO: 17
No. OF ATTACKS: 2
DAMAGE/ATTACK: 1d6/ld6
SPECIAL ATTACKS: Strike shadows, hypnotic stare
SPECIAL DEFENSES: Invisibility, spell immunities
MAGIC RESISTANCE: 20%
SIZE: M (6' tall)
MORALE: Fearless (19-20)
XP VALUE: 975

The umbra are undead shadow elves that dwell in the domain of Keening. Their devotion to Tristessa was so great in life that they continue to serve her long after death.

Umbra are slender, with dark violet skin, silver hair, and bright indigo eyes that burn with a black flame. Their bodies are gaunt, and leathery skin stretches tightly over their clearly visible bones.

Combat: In melee, umbra strike twice with their filthy black claws for 1d6 points of damage each. In lieu of that, they may attack an opponent's shadow. This imposes a -2 penalty on the attack roll, but inflicts double damage on the victim.

All umbra can become invisible at will (per the spell). They use this ability to get close to their victims, imposing a -4 penalty to all surprise checks when they materialize. Encountering the umbra in this way for the first time requires a fear check.

Anyone looking into the eyes of an umbra must make a successful saving throw vs. paralysis or stand frozen in terror for 1d4 rounds. The umbra typically combine this power with their invisibility to appear face-to-face with opponents, then repeatedly strike their shadows with a +4 attack bonus while they are immobile. Umbra are immune to life- or mind-affecting spells, charm, hold, death magic, and cold- or ice-based attacks. Poisons and diseases also pose no threat to them.

Umbra can see in pure darkness as well as other races see in daylight, though they prefer lit areas where their opponents will cast shadows. Umbra cannot stand the touch of sunlight, which inflicts 4 points of damage to them for every round of exposure. The sudden appearance of bright light, even if it is not sunlight, blinds them for 1d2 rounds. While blinded, they back away from the source. Holy water splashed upon them inflicts 2d4 points of damage.

Habitat/Society: The umbra move through the tunnels of Mount Lament with indifference, awaiting the commands of Tristessa. They patrol Keening in search of the banshee's baby.

Ecology: When Tristessa became the darklord of Keening, she had over five hundred umbra to command. Their numbers have dwindled over the years, however, so that fewer than one hundred umbra dwell in the domain currently.

Originally appeared in Servants of Darkness (1998).
 

Considering that they strike the opponent's shadows, perhaps them attacking touch AC is more appropriate than the penalty to hit, double damage mechanic. Note that it doesn't work in total darkness.
 

Agreed. Looks like a fear gaze attack, but the effect given isn't like any of the fear conditions in 3.X. It seems more like dazed or (better) stunned when combined with the melee attacks, though maybe that makes things too mean. I dunno.
 

There is a precedent for "paralyzed with fear"...

Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Of course, that might be a bit much for a 4 HD creature.
 

Let's basically take that gaze, swap paralyzed for stunned, and cut to 1d4 rounds or shorter if necessary for balance. That's not too terrible, is it?
 

Seems reasonable.

INTELLIGENCE: Low (3-5)
ARMOR CLASS: 5
HIT DICE: 4+4

Since they are based on elves, I'm thinking decent to high Dex. The "4+4" HD leads me to suggest unholy toughness. Their special abilities suggest high Cha. Their damage doesn't suggest they are especially strong.

So maybe...

Str 10, Dex 17, Con -, Int 4, Wis 11, Cha 17?

MAGIC RESISTANCE: 20%

That equates to CR+5.

All umbra can become invisible at will (per the spell). They use this ability to get close to their victims, imposing a -4 penalty to all surprise checks when they materialize. Encountering the umbra in this way for the first time requires a fear check.

Invisibility as at-will SLA. Something similar to frightful presence that only works when striking from ambush?

Umbra can see in pure darkness as well as other races see in daylight, though they prefer lit areas where their opponents will cast shadows.

Darkvision out to 120 feet like drow and/or see in darkness like devils?

Umbra cannot stand the touch of sunlight, which inflicts 4 points of damage to them for every round of exposure. The sudden appearance of bright light, even if it is not sunlight, blinds them for 1d2 rounds. While blinded, they back away from the source.

Light blindness (like drow) plus something like this?

Damaged by Sunlight (Ex): Exposure to natural sunight deals 1d4 points of damage to an umbra each round.
 

Status
Not open for further replies.
Remove ads

Top