• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Converting monsters from Dungeon Magazine

Status
Not open for further replies.
Ether Shadow
CLIMATE/TERRAIN: Any ruins or subterranean chambers
FREQUENCY: Vert rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night or darkness
DIET: Living beings
INTELLIGENCE: Highly
TREASURE: F
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: Fly 12 (A)
HIT DICE: 8+8
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-7 + special
SPECIAL ATTACKS: Strength drain
SPECIAL DEFENSES: +1 or better weapon to hit, spell immunities
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Special
XP VALUE: 3,000

Ether shadows, also known as greater shadows, are the progenitors of the more common shadows of monster fame. Like shadows, their chilling touch drains strength at the increased rate of two points per hit. Lost strength returns after 3-18 turns. A human or demihuman drained to zero strength or hit points by an ether shadow becomes a shadow of the type described in the Monstrous Compendium.

Ether shadows may travel freely through the Ethereal plane to manifest themselves as apparitions on any bordering plane. They have no power to materialize on those planes, so can neither physically affect nor be affected by anything on them. The one thing they can do is insinuate themselves into and control the dreams of any sleeper they discover—a power that lends credence to the notion that dreams are an other-planar experience. While an ether shadow may cause no actual harm to a dreamer, it can use this power to communicate freely, or more likely to plague the dreamer with nightmares of the worst caliber.

In order to combat an ether shadow, it’s necessary to follow it to the Ethereal Plane or to the plane on which it was originally created. On either plane, it is always partially materialized and may be affected by material weapons and by all but a few spells. (Ether shadows are immune to sleep, charm, and hold spells, and all cold-based attacks.)

An ether shadow can change its body at will into any shape it desires, though that shape will always be made of the same shadow-stuff. It can also vary the exact shade of its substance and so may appear as the three-dimensional creature it is rather than a patch of darkness like ordinary shadows. Regardless, the ether shadow is always black or some shade of gray. If it chooses to remain its normal, featureless black, it is 90% undetectable in any light less bright than a continual light spell.

Ether shadows are created in a dark ritual that divides a creature’s essence into three parts, causing it to exist simultaneously on the Ethereal Plane, the Negative Material Plane, and the Prime Material Plane on which the ritual was performed.

It was Erebus’s misfortune to duplicate the ritual with his miscast planar travel spell, scattering his essence to those very planes. Because of the special nature of the Mistmoor family vault, Erebus is no longer on the same aspect of the Prime Material plane that holds Mistmoor Manor. The PCs will never encounter him as more than an intangible apparition until the final confrontation.

Erebus’s two favorite forms are those of a raven and the man he was in life (a shadow of his former self, as it were.) He rarely uses his shapeshifting abilities to assume any other form.

Originally appeared in Dungeon Magazine #35 (1992).
 

log in or register to remove this ad

Undead (extraplanar, incorporeal).

I have the sense that these should probably be tougher than greater shadows, but that's just a feeling. Your thoughts?

The greater shadow has 9HD, so do we want to bump this to 9HD? Whatever HD we go with, it appears to have unholy toughness or something (extra hp listed).

Some sort of permanent manifestation like a ghost?

Incorporeal touch will do Str damage and maybe extra damage. Maybe 1d6+Cha negative energy?

Greater shadows have Str —, Dex 15, Con —, Int 6, Wis 12, Cha 14. So how about Str -, Dex 17, Con -, Int 12, Wis 14, Cha 16?

Unless you feel like going template, that is...
 

I'm not really feeling "template" for this one.

I agree with your assessment of 9 HD and the ability scores you suggested look pretty good. Added to Homebrews.

I'm a bit torn on how to handle the damage. I've left the greater shadow's Strength damage as a placeholder for now.

Are you suggesting 1d6+Cha negative energy damage plus 1d8 Strength damage? If so, I think that might work.
 

Real damage plus Str damage looks right to me.

Do we want to give them nightmare as per the spell? Or can they only communicate, so just dream?
 

Yeah, I'm suggesting hp (either untyped or negative energy) plus Str damage from the touch.

Since it explicitly says it can't cause damage, that would indicate dream (maybe 1/day, or do you think more?), but nightmare would be a lot more fun. Could do both, but limit the number of times it can use nightmare to 1/week or something.
 



Yeah, I'm suggesting hp (either untyped or negative energy) plus Str damage from the touch.

Let's go with negative energy.

Since it explicitly says it can't cause damage, that would indicate dream (maybe 1/day, or do you think more?), but nightmare would be a lot more fun. Could do both, but limit the number of times it can use nightmare to 1/week or something.

I think dream 1/day and nighmare 1/week sounds reasonable. Caster level equals HD?
 

CL=HD seems reasonable.

Any thoughts about how these appear constantly in both ethereal and "plane on which created"? I could see a permanent version of manifestation along the lines of a ghost.
 

Let's see...what needs changing in this ability to apply here?

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
 

Status
Not open for further replies.

Into the Woods

Remove ads

Top