Unless caught in the full light of the moon or a magical light source, they are rarely visible as more than a shadow.
In addition, they can cause darkness (10’) at will. If this is done at night and there is no direct source of light on the dowagu, treat the result as if it were invisible.
Any being unfortunate enough to see a dowagu in full light must save vs. paralyzation or flee in fear for 1d12 rounds.
Creatures hit by the tail, or touching the dowagu with bare hands, must save vs. spells or take an Additional 1d4 points of chilling touch damage and lose a point of Strength. If the victim fails a second save, this one vs. poison, the Strength loss is permanent.
In addition, on a natural to-hit roll of 20, the dowagu entwines its tail about the victim. Entwined victims suffer no additional damage, but must save as if hit by the tail each round, or suffer the consequences as outlined above.
Defensively, the dowagu are always surrounded by a 5’ sphere of silence.
Finally, the dowagu can be hit only if illuminated in the full effect of a magical light source, such as a light or continual light spell. Note that such spells cause no direct damage to the dowagu; they merely allow other weapons to inflict damage. If the dowagu is not illuminated, any attack directed against it simply passes through its body as if it were a shadow. They are subject to the full effects of the prism of Kushk, however, for it simultaneously provides a magical light source and makes an attack.
Each day, a dowagu is able to cast up to four 1st level Wizard spells from the Illusion/Phantasm school as if it were a 10th-level Wizard.
They can mark any creature with the Stamp of Tan Chin. One of their major duties is to wander the world searching out victims upon which to place the dark tattoo. This stamp cannot be removed, even by a wish spell, and always shows through any attempt to cover it up. (Makeup wears off, scarves or hats fall off, spells fail inexplicably, etc.) Upon dying, persons marked with the stamp become undead and march to Solon to join the Raja’s army. Usually, such victims become zombies, but especially powerful characters (9th level and above) become a more advanced form of undead, such as a vampire, wight, groaning spirit, etc. The only way to escape this fate is to avoid death or to destroy the Raja.
Shade said:Invisible in Darkness (Ex): In areas of shadowy illumination, a dowagu receives double the normal benefits of concealment (40% miss chance). In areas of darkness, a dowagu is treated as if it were invisible.
I'd say so.Frightful presence?
Sounds good. I guess a Fort save goes with that.Make it 1d6 negative energy and 1 point of Strength damage like the chill touch spell?
My thoughts exactly. Should we restrict this to critical hits?Improved grab/constrict?
Other than needing another l in dispelled, it looks good.Aura of Silence (Su): A dowagu is continuously surrounded by a silence effect to a 5-foot-radius. This functions as the silence spell, but cannot be dispeled.
Invulnerablilty in Darkness (Ex/Su?): In areas of darkness or shadowy illumination, a dowagu is treated as incorporeal for purposes of attacks and effects that target it. Spells and effects with the light descriptor, as well as weapons that generate light or with the brililant energy property, affect the dowagu normally.
Spell-Like Abilities: A dowagu may use up to four illusion spells from the sorcerer/wizard spell list as spell-like abilities each day. Caster level 10th.
Stamp of Tan Chin (Su): With a successful touch attack, a dowagu may place a dark tattoo upon a victim. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders.
freyar said:You beat me to this by about a minute!
freyar said:Also, add darkness (or deeper darkness?) as an at will SLA?
freyar said:Sounds good. I guess a Fort save goes with that.
freyar said:My thoughts exactly. Should we restrict this to critical hits?
freyar said:Other than needing another l in dispelled, it looks good.![]()
freyar said:Make this Su, I think. Should we specifically add that only magical light negates this?
freyar said:Do we want the dowagu to choose each day as a wizard or at time of use like a sorcerer? If the former, should we list typical spells? Also, we should note that these are 1st level.
freyar said:I'd make it harder for these guys to place one. Maybe this should be a full-round action on a helpless character?
Shade said:Also, note that there are only 5 1st-level illusion spells in the SRD:
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
So maybe we can simplify it to color spray, disguise self, silent image, and ventriloquism (since magic aura is probably not of much use to them in most cases), usable in any combination up to 4/day?
SRD said:Frightful Presence (Ex)
This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + ½ frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.