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Converting Creatures from Other Campaign Settings

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Up next...a deadlier version of ME!

Death Shade
Climate/Terrain: Any (space or terrestrial)
Frequency: Very rare
Organization: Solitary
Active Cycle: Any
Diet: Special; see below
Intelligence: Semi-intelligent (2-4)
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -8/as host
Movement: 9/as host
Hit Dice: 7/host's hp
THACO: Special
No. of Attacks: Special
Damage per Attack: Special; Infestation
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 75%/as host
Size: n/a
Morale: Fearless (20)
XP Value: 2000

The death shade is an energy parasite that feeds on the life energy of dying creatures (any creature reduced to zero hp). To generate this "food," the death shade infests a host and periodically drives its host into a berserker rage.

Death shades, when encountered outside their hosts, appear as small, shifting wisps of smoke with vague outlines of aquiline eyes. When infesting a host, the death shade invisible, having entered another body. Persons and objects capable of viewing invisible creatures see the death shade as a gray mist which centers on the host's eyes. Under alignment detection, the death shade appears as a black "blight" on the host's alignment.

Combat: The death shade absorbs 1 energy level for every hit die of an opponent killed within a 10' radius, and can store up to 40 energy levels at one time. The death shade consumes these energy levels at a rate of 1 per day. For every stored energy level less than 40, there is a 3% cumulative chance per day that the death shade will cause its host to go berserk, killing the first available target. If numerous targets are presented, the death shade directs its host to pursue and attack the target which offers the least potential harm to its host. The host's rage ends after 40 energy levels have been absorbed by the death shade or no victims remain.

Death shades are rarely encountered without a host. Death shades prefer hosts which provide the greatest amount of food for it, i.e. a strong host like a fighter or a large carnivore, but will accept any host for its own survival. Death shades do not leave a host unless the host has been killed. If a PC becomes infested with a death shade, only a wish or limited wish can remove it from the PC's body. Amulets of Life Protection are the only items which prevent death shade infestation.

If the creature's current host is killed, it transfers out of the host body, infesting the strongest creature within 20 feet, and this creature becomes its new host. If it's unable to make such a transfer within 5 rounds of its host's death, the death shade dies. During this time of transfer, it can be attacked with normal weapons or spells.

The death shade and its host become catatonic when stored energy levels are at zero. The host and shade may remain catatonic for as many days as the host has Con points; after that, both host and shade die. If a lifeform comes within 10 feet of a catatonic host, the death shade rouses the host in 1d3 rounds in a berserk rage to kill the creature for its energy. After the rage subsides, the host must make a save vs. paralyzation or have permanent brain damage (subtract 1d3 points from the host's Intelligence).

Habitat/Society: Death shades can infest any corporeal, carbon-based life form, from small rodents to humans or demihumans, all the way up to celestial dragons. Creatures based of another elemental structure (storopers or magmen, for example) are immune to death shade infestation. Death shades can generate berserker rage no matter what the species of their host (therefore they can turn even the most timid creature into a raging killer).

Ecology: The death shade prefers to dwell where there are large concentrations of potential hosts and victims: among large herds of animals, or in the crowds of a city. Some sages believe that many of the senseless murders endemic to the inner city are caused by death shades.

Death shades reproduce as a by-product of feeding. After a death shade has absorbed life force from the death of 40 hit dice or levels of creatures within a 24-hour period, it splits into two death shades with 20 energy levels each. The second shade immediately transfers to any creature within 20'. If it can't make the transfer within 5 rounds, the second death shade dies.

Death shades have a basic telepathy which can only identify the presence of one death shade to another. Thus, death shades can detect each other's presence in a 20 foot radius and, if given a choice of targets during "feeding," will attack an uninfested creature before an infested host body.

Originally appeared in SJA2 - Skull & Crossbow (1992).
 

These sound like they may be related to Will-o'-Wisps, so I think we should use that monster as a model.
 

Interesting! I hadn't made that connection, but I can see it now. They also remind me of energons (xag-ya/xeg-yi).
 

Err, so what type are we going for? I actually thought these sound something like outsiders, but that's not really Will-o-wispy.
 

Energons are outsiders, and I feel that's a better fit than aberration (like wisps). These things seem like they should be associated with the Negative Energy Plane.
 

They also remind me of trillochs (MM3), which are also incorporeal outsiders.

Trilloch: Small, 8 HD, Str -, Dex 19, Con 17, Int 11, Wis 18, Cha 18
Energon, Xeg-Yi: Medium, 5 HD, Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18

The death shade falls between the two in HD. Size isn't given, but I think Small or smaller is appropriate. Since it's incorporeal, it has no impact on Strength.

Int is only 2-4, so the other mental stats might need to drop as well. However, as incorporeal creatures (and ones that might rely on Cha-based DCs), perhaps Cha shouldn't drop?

The AC is ridiculously high, so even retaining a high Cha and obtaining a decent size bonus, it probably deserves a really high Dex (like the will-o'-wisp, which is 29).

Maybe Diminutive, Str -, Dex 29, Con 15, Int 3, Wis 10, Cha 18?

That gives an AC of 27 (+4 size, +9 Dex, +4 deflection), only 1 off a straight conversion.
 

Just bump the Dex to 30, and it's on the money! ;)

I like Diminutive Outsider for these. Do you think malevolence is a decent fit for the posession, or should we do something more subtle?
 

Added the basics to Homebrews.

Malevolence might suffice (minus the ethereal bits). Let's see how it develops.

The trilloch has a somewhat similar rage ability we may be able to adapt...

Control Rage (Sp): A trilloch can inspire rage (as a rage spell, but with a DC 18 Will save allowed to negate the effect) in all living creatures within 180 feet at will. Each creature gains a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -4 penalty to AC. This effect is otherwise identical to a barbarian's rage ability, except that the subjects aren't fatigued at the end of the rage. If a creature has the rage ability and its bonuses when raging are greater than those given here, it can use the other bonuses instead. The save DC is Charisma-based. This is a mind-affecting compulsion effect.

An affected creature can end its rage by making a DC 19 Will save. The trilloch can end the rage for any number of creatures prematurely, without affecting other raging creatures. It can also end a rage caused by any other effect, such as a barbarian's rage ability, and in that case the barbarian would become fatigued. A trilloch always ends the rage for a creature who has gone beyond its normal hit points and into those granted by the rage, likely killing it.

This effect lasts for as long as the trilloch concentrates on it, plus 1 round per Hit Die of the creature.
 

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