Shade
Monster Junkie
Greater Shadowrath (Abysskin)
http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-45.html
Shadowrath, Greater (template)
Black fire dances in the eyesockets and mouth of this bony humanoid. Shrunken skin like cracked charcoal is stretched across its gaunt frame.
Greater shadowraths, also known as "abysskin", are created by powerful artifacts dedicated to a death deity. Most seek out destroy wizards and those who worship magic due to an eons-old vendetta.
Greater shadowraths often don heavy, hooded cloaks to travel unnoticed through humanoid communities. However, they must take great care to keep their eyesockets and mouths hidde lest the bleeding negative energy give them away.
Creating a Greater Shadowrath
“Greater Shadowrath” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature) slain by an artifact dedicated to a death deity.
An abysskin has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A greater shadowrath has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A greater shadowrath a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A greater shadowrath fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A greater shadowrath armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A greater shadowrath fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A greater shadowrath without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage plus 1d4 points of Strength damage to living creatures. A greater shadowrath with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage plus 1d4 points of Strength damage on one natural weapon attack.
Special Attacks: A greater shadowrath retains the base creature's extraordinary special attacks and loses all the base creature's other special attacks and gains those described below. Save DCs are equal to 10 + 1/2 abysskin's HD + abysskin's Cha modifier unless otherwise noted.
Energy Drain (Su): Living creatures hit by a greater shadowrath's touch attack (or any other natural weapon the greater shadowrath might possess) gain one negative levels. For each negative level bestowed, the shadowrath gains 5 temporary hit points. A greater shadowrath can use its energy drain ability once per round.
If a greater shadowrath's energy drain slays a creature it destroys its victim's life force, which means the creature can not be restored to life by a raise dead or resurrection spell. A wish, miracle, or true resurrection spell can restore the victim to life.
Special Qualities: A greater shadowrath retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su): A greater shadowrath has damage reduction 10/good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction.
Mute (Ex): A shadowrath is as voiceless as the dead. It cannot speak, or cast spells (including spells from spell-completion items) that have a verbal component, or use magic items that require a command word.
Spell Resistance (Ex): A greater shadowrath has spell resistance equal to its CR + 8.
Turn Resistance (Ex): A greater shadowrath has +2 turn resistance.
Unholy Toughness (Ex): A greater shadowrath gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.
Abilities: Increase from the base creature as follows: Str +2, Dex +6, Wis +4, Cha +4. Being undead, an abysskin has no Constitution score.
Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas. Otherwise same as the base creature.
Feats: Greater shadowraths gain Improved Initiative as a bonus feat, assuming the base creature doesn’t already have it.
Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10).
Challenge Rating: +2 for associated classes (primarily rely on stealth or fighting ability), +0 for nonassociated (primarily rely on spellcasting).
Treasure: Same as base creature.
Alignment: Always neutral evil.
Advancement: —
Level Adjustment: —
In The Realms
In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.
Sample Greater Shadowrath
The following creature has gained the greater shadowrath template.
Abysskin Troglodyte Champion
Elite troglodyte 8th level fighter
Medium Humanoid (Reptilian)
Hit Dice: 10d12+40 (105 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +9/+13
Attack: Battleaxe +15 melee (1d8+8/×3) or touch +14 touch (1d6 plus 1d4 Str plus energy drain) or claw +13 melee (1d4+4 plus energy drain) or javelin +14 ranged (1d6+4)
Full Attack: Battleaxe +15/+10 melee (1d8+6/×3) and claw +13 melee (1d4+2 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or battleaxe +15/+10 melee (1d8+6/×3) and touch +14 touch (1d6 plus 1d4 Str plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or 2 claws +13 melee (1d4+4 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or javelin +14/+9 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench, energy drain
Special Qualities: Damage reduction10/good, darkvision 90 ft., mute, spell resistance 19, +2 turn resistance, unholy toughness
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 18, Dex 20, Con --, Int 10, Wis 12, Cha 18
Skills: Hide +14*, Intimidate +12, Listen +6, Move Silently +7
Feats: Combat Reflexes, Greater Weapon Focus (battleaxe), Improved Multiattack, Multiattack (B), Improved Sunder, Power Attack, Stand Still, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Environment: Underground
Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10)
Challenge Rating: 11
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
The greater shadowrath presented here is based on an 8th-level troglodyte fighter, using the following base ability scores: Str 15, Dex 13, Con 10, Int 12, Wis 8, Cha 14.
COMBAT
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas
The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
Originally appeared in City of Splendors (1994).
http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-45.html
Shadowrath, Greater (template)
Black fire dances in the eyesockets and mouth of this bony humanoid. Shrunken skin like cracked charcoal is stretched across its gaunt frame.
Greater shadowraths, also known as "abysskin", are created by powerful artifacts dedicated to a death deity. Most seek out destroy wizards and those who worship magic due to an eons-old vendetta.
Greater shadowraths often don heavy, hooded cloaks to travel unnoticed through humanoid communities. However, they must take great care to keep their eyesockets and mouths hidde lest the bleeding negative energy give them away.
Creating a Greater Shadowrath
“Greater Shadowrath” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature) slain by an artifact dedicated to a death deity.
An abysskin has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A greater shadowrath has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A greater shadowrath a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A greater shadowrath fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A greater shadowrath armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A greater shadowrath fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A greater shadowrath without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage plus 1d4 points of Strength damage to living creatures. A greater shadowrath with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage plus 1d4 points of Strength damage on one natural weapon attack.
Special Attacks: A greater shadowrath retains the base creature's extraordinary special attacks and loses all the base creature's other special attacks and gains those described below. Save DCs are equal to 10 + 1/2 abysskin's HD + abysskin's Cha modifier unless otherwise noted.
Energy Drain (Su): Living creatures hit by a greater shadowrath's touch attack (or any other natural weapon the greater shadowrath might possess) gain one negative levels. For each negative level bestowed, the shadowrath gains 5 temporary hit points. A greater shadowrath can use its energy drain ability once per round.
If a greater shadowrath's energy drain slays a creature it destroys its victim's life force, which means the creature can not be restored to life by a raise dead or resurrection spell. A wish, miracle, or true resurrection spell can restore the victim to life.
Special Qualities: A greater shadowrath retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su): A greater shadowrath has damage reduction 10/good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction.
Mute (Ex): A shadowrath is as voiceless as the dead. It cannot speak, or cast spells (including spells from spell-completion items) that have a verbal component, or use magic items that require a command word.
Spell Resistance (Ex): A greater shadowrath has spell resistance equal to its CR + 8.
Turn Resistance (Ex): A greater shadowrath has +2 turn resistance.
Unholy Toughness (Ex): A greater shadowrath gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.
Abilities: Increase from the base creature as follows: Str +2, Dex +6, Wis +4, Cha +4. Being undead, an abysskin has no Constitution score.
Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas. Otherwise same as the base creature.
Feats: Greater shadowraths gain Improved Initiative as a bonus feat, assuming the base creature doesn’t already have it.
Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10).
Challenge Rating: +2 for associated classes (primarily rely on stealth or fighting ability), +0 for nonassociated (primarily rely on spellcasting).
Treasure: Same as base creature.
Alignment: Always neutral evil.
Advancement: —
Level Adjustment: —
In The Realms
In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.
Sample Greater Shadowrath
The following creature has gained the greater shadowrath template.
Abysskin Troglodyte Champion
Elite troglodyte 8th level fighter
Medium Humanoid (Reptilian)
Hit Dice: 10d12+40 (105 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +9/+13
Attack: Battleaxe +15 melee (1d8+8/×3) or touch +14 touch (1d6 plus 1d4 Str plus energy drain) or claw +13 melee (1d4+4 plus energy drain) or javelin +14 ranged (1d6+4)
Full Attack: Battleaxe +15/+10 melee (1d8+6/×3) and claw +13 melee (1d4+2 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or battleaxe +15/+10 melee (1d8+6/×3) and touch +14 touch (1d6 plus 1d4 Str plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or 2 claws +13 melee (1d4+4 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or javelin +14/+9 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench, energy drain
Special Qualities: Damage reduction10/good, darkvision 90 ft., mute, spell resistance 19, +2 turn resistance, unholy toughness
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 18, Dex 20, Con --, Int 10, Wis 12, Cha 18
Skills: Hide +14*, Intimidate +12, Listen +6, Move Silently +7
Feats: Combat Reflexes, Greater Weapon Focus (battleaxe), Improved Multiattack, Multiattack (B), Improved Sunder, Power Attack, Stand Still, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Environment: Underground
Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10)
Challenge Rating: 11
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
The greater shadowrath presented here is based on an 8th-level troglodyte fighter, using the following base ability scores: Str 15, Dex 13, Con 10, Int 12, Wis 8, Cha 14.
COMBAT
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas
The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
Originally appeared in City of Splendors (1994).
Last edited: