3.5 Elder Dragons

ElectricDragon

Explorer
DEAD RATTOR
Small Undead
Hit Dice:2d12 (13 hp)
Initiative:+8 (+4 Dex, +4 Improved Initiative)
Speed:40 ft. (8 squares), climb 20 ft.
Armor Class:18 (+4 Dex, +1 size, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple:+1/–2
Attack:Bite +6 melee (1d4+1 plus paralysis)
Full Attack:Bite +6 melee (1d4+1 plus paralysis)
Space/Reach:5 ft./5 ft.
Special Attacks:Ghoul fever, paralysis
Special Qualities:Darkvision 60’, low-light vision, scent, turn resistance +2, undead traits
Saves:Fort +4, Ref +5, Will +2
Abilities:Str 13, Dex 19, Con —, Int 10, Wis 11, Cha 8
Skills:Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats:Alertness, Improved InitiativeB, Weapon FinesseB
Environment:Any
Organization:Solitary, pair, pack (6–10), or troop (2–5 plus 2–4 ghouls)
Challenge Rating:½
Treasure:None
Alignment:Always chaotic evil
Advancement:
Level Adjustment:
Dead rattors are created by use of a special ritual performed on the three nights of the Feast of Samhain. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars (research as if the ritual were a 9th level spell).


Except for their dead white eyes, dead rattors resemble dire rats.
A dead rattor can be up to 4 feet long and weigh over 50 pounds. Dead rattors understand but cannot speak the languages they spoke in life (usually Common).
COMBAT
Dead rattor packs attack fearlessly, biting and chewing with their sharp incisors.
Ghoul Fever (Su): Disease—bite, Fortitude DC 10, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a dead rattor’s bite must succeed on a DC 10 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Turn Resistance: Dead rattor’s have +2 turn resistance.
Skills: A dead rattor uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Dead rattors have a +8 racial bonus on Swim checks.
Feats: Dead rattors gain Weapon Finesse and Improved Initiative as bonus feats.
 

ElectricDragon

Explorer
DIGGER GHOUL
Medium Undead
Hit Dice:6d12 (39 hp)
Initiative:+3
Speed:40 ft. (8 squares), burrow 10 ft., climb 20 ft., swim 20 ft.
Armor Class:19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple:+3/+6
Attack:Claw +6 melee (1d8+3)
Full Attack:2 claws +6 melee (1d8+3), bite +4 melee (1d3+1)
Full Attack (PA3) :2 claws +3 melee (1d8+6), bite +1 melee (1d3+4)
Space/Reach:5 ft./5 ft.
Special Attacks:Bay, powerful charge 4d8+12
Special Qualities:Burrow, darkvision 60’, scent, turn resistance +2, undead traits
Saves:Fort +2, Ref +5, Will +6
Abilities:Str 17, Dex 17, Con—, Int 11, Wis 12, Cha 6
Skills:Climb +20, Jump +16, Survival +10, Swim +20
Feats:Blind-Fight, Cleave, Improved Natural Attack (claw)B, MultiattackB, Power Attack, RunB, TrackB
Environment:Any
Organization:Solitary or pack (2–5)
Challenge Rating:6
Treasure:50% goods
Alignment:Always lawful evil
Advancement:
Level Adjustment:
A digger ghoul looks much like normal ghouls except that its claws and teeth are around ½ foot long and its hair is long and stringy. The extra-long teeth look too big for its mouth and its claws drag the ground when it stands upright. The digger ghoul mostly walks on all fours much like a dog. It rises to its hind legs only to appraise itself of nearby danger or to test the air for the scent of dead bodies.

A digger ghoul ignores nearby creatures unless they impede its path toward the next dead body it has to unearth. A blocked digger ghoul is a fearless and relentless opponent that will never hesitate to fight to the death. Digger ghouls are mostly controlled by another more intelligent undead; free-willed digger ghouls are rare and those usually are following the last order given to them ("Unearth all bodies") and will continue to follow that order unless prevented or bodies run out in its range.
Digger ghouls have also been used to great effect as sappers in undead armies.
COMBAT
The digger ghoul avoids combat unless it is prevented from fulfilling its duties. Once aroused to combat, though; it charges at the nearest opponent in range, baying loudly as it does so. The bay of a digger ghoul can be heard from as far away as a half mile. Once there are no opponents within charging range (either they are too close or too far away), the digger ghoul settles down to melee combat with its claws and bite using maximum Power Attack to do so. The digger ghoul never tires and can charge every round if necessary.
Bay (Su): During the first round of combat, and whenever it charges, a digger ghoul bays loudly as a free action affecting all within a 40 ft. radius with a powerful sonic stunning ability. Non-deaf creatures in the area must make a Fortitude save DC 14 or become stunned for 1d4 rounds, successful save negates. The saving throw is Wisdom-based. Those that successfully save against a digger ghoul's bay become immune to further baying from that digger ghoul for 24 hours.
Burrow (Ex): Unlike normal creatures with a burrow speed, the digger ghoul leaves a tunnel six feet tall and three feet wide behind it. If it is ordered to not leave a tunnel; its burrowing speed is doubled. The digger ghoul can only burrow through earth.
When unearthing bodies; the digger ghoul is able to remove a body from a grave in just one round.
Powerful Charge (Ex): When a digger ghoul charges (at +8 to attack), its claw attacks deal 4d8+12 points of damage.
Scent (Ex and Su): This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. In addition to the normal variety of the scent ability; the digger ghoul is equipped with a supernatural version of the scent ability. It can smell humanoid corpses within 10 feet of the surface of the ground within a 300-foot radius. Winds and strong odors have no effect on this supernatural sense.
Turn Resistance: Digger ghouls have +2 turn resistance.
Feats and Skills: The digger ghoul gains Improved Natural Attack (claw), Multiattack, Run, and Track as bonus racial feats. The digger ghoul gets a +8 racial bonus to all Swim and Climb checks and can take 10 even if rushed or endangered while climbing or swimming. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing digger ghoul.
It can move through water at its listed swim speed without making any Swim checks. The digger ghoul need only make Swim checks to avoid obstacles or perform special maneuvers. It can use the run action while swimming, provided it swims in a straight line.
 

ElectricDragon

Explorer
ELECTRIC ZOMBIE
As zombie except:
Attack does +1d6 electrical damage
Destruction results in 5 foot radius blast of electricity dealing 1d4 electrical damage per caster level (max 15d4), Ref for half. [Save DC set by caster's primary casting stat (Intelligence for wizards, Charisma for sorcerers, Wisdom for clerics) as a 6th level spell, burst damage set by caster level at the time of casting].
Burst Damage 11d4-15d4
Save DC 10 + primary casting stat mod+ spell level (6).
 
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ElectricDragon

Explorer
ICE SHAMAN TEMPLATE
Ice shamans appear as normal zombies with a bluish cast to their skin and hellishly glowing red eyes. Multitudes of icicles hang from their arms, legs, and torso. Moving ice shamans make a tinkling sound as some of their icicles fall and shatter.
This undead can follow the ritual master, or it can remain in an area and attack any creature (or just a specific kind of creature) entering the place. It is impervious to dispel attempts, though its spell-like abilities are affected normally.
The ice shaman is a fearsome opponent able to cast many spells with the cold descriptor against ranged opponents and use its deadly touch attack against closer foes. Being partially controlled by a chaotic evil spirit, it will attack any living creature (except its creator) unless specifically ordered not to attack them.
An ice shaman can cast sleet storm at will. It can also cast each spell from the Staff of Frost used to create it once per day. These are treated as spell-like abilities.
Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual.
Because they are animated by a demonic spirit, the instructions given to an ice shaman must be very specific. For example, the statement: “Don’t attack anyone while I am here.” could easily be taken as: “Go to the next room and kill everyone.”

CREATING AN ICE SHAMAN
“Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It gains the cold subtype. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
It cannot speak but is able to understand any languages it could in life. Creatures that spoke no languages in life can only understand the orders given them when they are first created; thereafter they understand no languages. T
he ice shaman can produce a low moan, which it does when activating its spell-like abilities.
Hit Dice: Drop any Hit Dice from class levels, quadruple the number of Hit Dice left, and raise them all to d12s. If the base creature has more than 8 Hit Dice (not counting those gained with class levels), it can’t be made into an ice shaman with the ice shaman ritual.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the ice shaman’s size:
Ice Shaman Natural Armor Bonus by Size
Tiny or smaller​
+0​
Small​
+1​
Medium​
+2​
Large​
+3​
Huge​
+4​
Gargantuan​
+7​
Colossal​
+11​
Base Attack: An ice shaman has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: An ice shaman retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. An ice shaman also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the ice shaman’s size. (Use the base creature’s slam damage if it’s better.)
Ice Shaman Slam Damage by Size
Fine​
1​
Diminutive​
1d2​
Tiny​
1d3​
Small​
1d4​
Medium​
1d6​
Large​
1d8​
Huge​
2d6​
Gargantuan​
2d8​
Colossal​
4d6​
Special Attacks: An ice shaman retains none of the base creature’s special attacks. An ice shaman gains several new special attacks. Save DCs are 10 + 1/2 ice shaman’s HD + ice shaman’s Cha modifier unless otherwise noted.

  • Death Throes (Ex): When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex save for half, evasion and improved evasion does not apply to the sonic damage).
  • Freezing Touch (Ex): Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save or take 4d6 cold damage. Successful saves halve the damage.
  • Spell-Like Abilities: At will— sleet storm; 1/day— cone of cold, ice storm, and wall of ice. Caster level equals ½ the ice shaman’s HD. Save DCs are 10 + spell level + Charisma modifier.
Special Qualities: An ice shaman loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It gains the following special qualities.
  • Sure-Footed (Ex): While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.
  • Undead Traits: Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.
Saves: Base save bonuses for the ice shaman are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: An ice shaman’s Strength increases by +4, its Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom decreases by –2, and its Charisma increases by +4.
Skills: An ice shaman loses all skills of the base creature and instead gains the following: Concentration (ranks = HD+3), Listen (ranks = (HD + 3)/2), and Spot (ranks = (HD + 3)/2). Concentration uses its Charisma modifier rather than its Constitution modifier.
Feats: An ice shaman loses all feats of the base creature and gains Skill Focus (Concentration). An ice shaman retains any proficiencies with weapons, shields, and armor it had in life.
Environment: Any cold
Organization: Solitary or minion
Challenge Rating: Depends on Hit Dice, as follows:
Hit DiceChallenge Rating
1-2​
3​
4​
4​
8​
6​
12​
8​
16​
10​
20​
12​
24​
14​
28​
16​
32​
18​
Treasure: None

Alignment: Always chaotic evil
Advancement:
Level Adjustment:




Example Ice Shamans:
MINOTAUR ICE SHAMAN

Large Undead (Cold)
Hit Dice:24d12 (156 hp)
Initiative:+1
Speed:30 ft. (6 squares)
Armor Class:18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:+12/+22
Attack:Greataxe +17 melee (3d6+9/x3) or slam (1d8+6 + cold)
Full Attack:Greataxe +17/+12 melee (3d6+9/x3) or slam (1d8+6 + cold)
Space/Reach:10 ft./10 ft.
Special Attacks:Death throes, freezing touch, spell-like abilities
Special Qualities:Sure-footed, undead traits
Saves:Fort +8, Ref +9, Will +13
Abilities:Str 23, Dex 12, Con —, Int —, Wis 8, Cha 12
Skills:Concentration +31, Listen +12.5, Spot +12.5
Feats:Skill Focus (Concentration)
Environment:Arctic and Subarctic environments
Organization:Solitary or pair
Challenge Rating:14
Treasure:None
Alignment:Always chaotic Evil
Advancement:
Level Adjustment:
Minotaur ice shamans cannot speak, but understand Giant.

COMBAT
A minotaur ice shaman seeks to encounter its foes at range using its spell-like abilities. Closing with this creature just allows it to use its freezing touch and death throes abilities to better effect.
Special Attacks:
  • Death Throes (Ex): When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 23, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range).
  • Freezing Touch (Ex): Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 23 or take 4d6 cold damage. Successful saves halve the damage.
  • Spell-Like Abilities: At will— sleet storm; 1/day— cone of cold (Ref DC 16), ice storm, and wall of ice (Ref DC 15). Caster level 12.
Special Qualities:
  • Sure-Footed (Ex): While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.
  • Undead Traits: Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.

OWLBEAR ICE SHAMAN
Large Undead (Cold)
Hit Dice:20d12 (130 hp)
Initiative:+2
Speed:30 ft. (6 squares)
Armor Class:15 (–1 size, +2 Dex, +8 natural), touch 10, flat-footed 14
Base Attack/Grapple:+10/+21
Attack:Claw +16 melee (1d6+7) or slam +16 melee (1d8+7 + cold)
Full Attack:2 claws +16 melee (1d6+7) and bite +11 melee (1d8+3) or slam +16 melee (1d8+7 + cold)
Space/Reach:10 ft./5 ft.
Special Attacks:Death throes, freezing touch, spell-like abilities
Special Qualities:Sure-footed, undead traits
Saves:Fort +6, Ref +8, Will +12
Abilities:Str 25, Dex 14, Con —, Int —, Wis 10, Cha 14
Skills:Concentration +28, Listen +11.5, Spot +11.5
Feats:Skill Focus (Concentration)
Environment:Arctic Forests
Organization:Solitary or pair
Challenge Rating:12
Treasure:None
Alignment:Always chaotic evil
Advancement:
Level Adjustment:
Owlbear ice shamans can neither speak nor understand any language. They understand only the orders given to them when first created.

COMBAT
An owlbear ice shaman seeks to use its spell-like abilities at range before closing.
Special Attacks:
  • Death Throes (Ex): When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 22, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range).
  • Freezing Touch (Ex): Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 22 or take 4d6 cold damage. Successful saves halve the damage.
  • Spell-Like Abilities: At will— sleet storm; 1/day— cone of cold (Ref DC 17), ice storm, and wall of ice (Ref DC 16). Caster level 10.
Special Qualities:
  • Sure-Footed (Ex): While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.
  • Undead Traits: Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.


GNOLL ICE SHAMAN
Medium Undead (Cold)
Hit Dice:8d12 (52 hp)
Initiative:+1
Speed:30 ft. (6 squares)
Armor Class:18 (+1 Dex, +3 natural, +2 leather armor, +2 heavy steel shield), touch 11, flat-footed 17
Base Attack/Grapple:+4/+8
Attack:Battleaxe +8 melee (1d8+4/x3) or shortbow +5 ranged (1d6/x3) or slam +8 melee (1d6+4 + cold)
Full Attack:Battleaxe +8 melee (1d8+4/x3) or shortbow +5 ranged (1d6/x3) or slam +8 melee (1d6+4 + cold)
Space/Reach:5 ft./5 ft.
Special Attacks:Death throes, freezing touch, spell-like abilities
Special Qualities:Sure-footed, undead traits
Saves:Fort +2, Ref +3, Will +5
Abilities:Str 19, Dex 12, Con —, Int —, Wis 9, Cha 12
Skills:Concentration +15, Listen +4.5, Spot +4.5
Feats:Light Armor Proficiency, Shield Proficiency, Skill Focus (Concentration)
Environment:Tundra
Organization:Solitary or pair
Challenge Rating:6
Treasure:None
Alignment:Always chaotic evil
Advancement:
Level Adjustment:
Gnoll ice shamans cannot speak, but can understand Gnoll.

COMBAT
Gnoll ice shamans prefer to attack ranged opponents first, resorting to slams if opponents close to melee range.
Special Attacks:
  • Death Throes (Ex): When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 15, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range).
  • Freezing Touch (Ex): Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 15 or take 4d6 cold damage. Successful saves halve the damage.
  • Spell-Like Abilities: At will— sleet storm; 1/day— cone of cold (Ref DC 16), ice storm, and wall of ice (Ref DC 15). Caster level 4.
Special Qualities:
  • Sure-Footed (Ex): While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.
  • Undead Traits: Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.
 
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ElectricDragon

Explorer
SANCTUM WRAITH
Medium Undead (Incorporeal)
Hit Dice:7d12 (45 hp)
Initiative:+7 (+3 Dex, +4 Improved Initiative)
Speed:Fly 60 ft. (good) (12 squares)
Armor Class:16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple:+3/—
Attack:Incorporeal touch +6 melee (1d6 plus 1d6 Constitution drain)
Full Attack:Incorporeal touch +6 melee (1d6 plus 1d6 Constitution drain)
Space/Reach:5 ft./5 ft.
Special Attacks:Constitution drain, create spawn
Special Qualities:Darkvision 60’, daylight powerlessness, fast healing 2, incorporeal, turn resistance +2, undead traits, unnatural aura
Saves:Fort +2, Ref +5, Will +7
Abilities:Str —, Dex 16, Con —, Int 14, Wis 14, Cha 16
Skills:Diplomacy +6, Hide +13, Intimidate +13, Listen +14, Search +12, Sense Motive +10, Spot +14, Survival +2 (+4 following tracks)
Feats:AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB, Improved Natural Attack (incorporeal touch)
Environment:Any
Organization:Solitary, gang (1–3), or pack (4–11)
Challenge Rating:7
Treasure:None
Alignment:Always lawful evil
Advancement:
Level Adjustment:
Sanctum wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a sanctum wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.

A sanctum wraith is about as tall as a human. Since it is incorporeal, it is weightless.
Sanctum wraiths speak Common and Infernal.
COMBAT
The sanctum wraith has the following abilities.
Constitution Drain (Su): Living creatures hit by a sanctum wraith’s incorporeal touch attack must succeed on a DC 16 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the sanctum wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the sanctum wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Daylight Powerlessness (Ex): Sanctum wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Fast Healing (Su): The sanctum wraith heals 2 hp per round as long as it remains within its domain.
Incorporeal: The sanctum wraith has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a sanctum wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
 
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ElectricDragon

Explorer
Shadesteel Subtype
Shadesteel is a subtype that is available to both shadowy assassin-created incorporeal creatures and preternaturally-occurring incorporeal creatures from the plane of shadows. Preternaturally-occurring stadesteel creatures are created through particularly gruesome (or heroic) deaths. The chance of this happening is a mere 10%. Victims imprint their personality and appearance onto the shadow realm during especially traumatic events; thus creating a shadesteel creature. Shadesteel creatures are treated as shadows, with the appearance of the victim rather than just a shadow. Even though each shadesteel creature has a unique appearance; no one can tell the difference between shadowy assassin-created or preternaturally-created shadesteel creatures. In dark areas, both shadesteel creatures and shadows are indistinguishable except for weapon attacks.

On the material plane, shadesteel creatures have the ability to pick up and use material objects. The weight limit is as if the shadesteel creature had a Strength score of 6 (though it does not actually gain any Strength). Shadesteel creatures can only carry a light load so they can carry up to 20 pounds. Usually this amounts to any weapon and any shield (though some combinations are not available, e.g. a two handed weapon and any type of shield). Shadesteel creatures are usually found wielding a one-handed weapon and some type of shield, usually improving both their attack damage and their AC. Shadesteel creatures use their normal Base Attack Modifier to attack with the weapon (ignoring their virtual Strength score), but take a -2 penalty to damage from their virtual Strength. Shadesteel creatures can pick up and manipulate objects other than weapons and shields subject to the same weight limit. Physical objects cannot pass through solid objects like incorporeal creatures can.

Shadowy assassin-created shadesteel creatures provide both guard services for the shadowy assassin and are used to populate the shadowy assassin’s shadow plane/prison. Usually, only the guards follow the shadowy assassin to the material plane. Preternaturally-created shadesteel creatures can and often do travel to the material plane, usually tied to the area of their death (within 300 feet). Both gruesome-death and heroic-death shadesteel preternatural creatures act exactly like normal shadows; attacking anything living. Guards or those created by a shadowy assassin instead have whatever personality the shadowy assassin invested into it; mimicking a material planar creature previously met by the shadowy assassin.

Not all shadesteel creatures are humanoid; neither size nor type limits what kind of creature can become a shadesteel creature. Shadesteel horses look like horses but are treated as a normal shadow for combat purposes. Shadowy assassin-created shadesteel creatures do not automatically attack living creatures having been invested with a material plane personality that can override a normal shadow's personality.
 

ElectricDragon

Explorer
SHADOWY ASSASSIN TEMPLATE
A shadowy assassin is a wisp of black smoke that forms into a robed skeleton armed with a bone blade that seems to be more shadow than real. Shadowy assassins are usually rogues or rogue/assassins, but some monk/rogues, rogue/blackguards, and rogue/shadowdancers have chosen this route to immortality, too. A shadowy assassin has two forms: a wisp of smoke or a robed skeleton. As a robed skeleton, its eyes are empty blackened sockets, its flesh is stretched tightly across its bones, and some bones stick through in places piercing the skin. It wears a drab and tattered cloak that partially hides its grotesque-ness from sight.
As a wisp of smoke, the shadowy assassin is a black smoky area that can assume a vaguely humanoid shape. Shadowy assassins speak Common plus any other languages they knew in life.

CREATING A SHADOWY ASSASSIN
"Shadowy assassin" is an acquired template that can be added to any humanoid or giant creature that fulfills the following requirements:
Requirements:
Hide 15+ ranks,
Move Silently 15+ ranks,
Must be able to use sneak attack.
Must acquire the required Shadow Blade in which to store its shadow essence,
Must complete the Sealed Shadow ritual.

A shadowy assassin 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: In physical form, a shadowy assassin has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. In incorporeal form, a shadowy assassin gains its Charisma bonus as a deflection bonus to AC.
Attack: A shadowy assassin has a touch attack that it can use once per round. If the base creature can use weapons, the shadowy assassin retains this ability. A creature with natural weapons retains those natural weapons. A shadowy assassin fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A shadowy assassin armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A shadowy assassin 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 shadowy assassin without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 shadowy assassin's HD + shadowy assassin's Cha modifier) halves the damage. A shadowy assassin with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Special Attacks: A shadowy assassin retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 shadowy assassin's HD + shadowy assassin’s Charisma modifier unless otherwise noted.
Fear Aura (Su): Shadowy assassins are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the shadowy assassin must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the shadowy assassin's level. A creature that successfully saves cannot be affected again by the same shadowy assassin’s aura for 24 hours.
Death Blade (Su): Only usable with sneak attack and its Shadow Blade imbued with Death Touch. A successful sneak attack requires the victim to make a Fortitude save or die. Successful saves still suffer sneak attack damage. This ability cannot be used when incorporeal.

Special Qualities: A shadowy assassin retains all the base creature’s special qualities and gains those described below.
Turn Resistance (Ex): A shadowy assassin has +4 turn resistance.
Damage Reduction (Su): A shadowy assassin’s undead body is tough, giving the creature damage reduction 15/magic and good. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities: Shadowy assassins have immunity to cold, electricity, polymorph, and mind-affecting attacks.
Corporeal Form* (Ex): At will, as a standard action, shadowy assassins can change from their incorporeal form to their corporeal form or vice versa. In incorporeal form, the shadowy assassin moves at Fly 60 feet and his damage reduction does not change. Further, a shadowy assassin in incorporeal form gains its Charisma modifier (if positive) as a bonus to its armor class.
Death Touch (Su): 1/round as a free action, if hidden, the shadowy assassin can activate this ability to imbue its Shadow Blade (in its hand) with Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until the shadowy assassin scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal.
*Only usable if Shadow Blade is in the shadowy assassin’s possession. See: Loss of Shadow Blade, below.

Abilities:
Increase from the base creature as follows: Dex +6, Cha +2. Being undead, a shadowy assassin has no Constitution score. When incorporeal, the shadowy assassin has no Strength score.
Skills: Shadowy assassins have a +16 racial bonus on Hide, and Move Silently and a +8 racial bonus on Search, Sense Motive, and Spot checks no matter their form. In incorporeal form, Move Silently is automatic. Otherwise same as the base creature.
Organization: Solitary
Challenge Rating: Same as the base creature +2.
Treasure: Triple coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

Shadow Blade:
This is a bone blade in which the shadowy assassin stores its shadow essence. The Shadow Blade has several effects:
Immortality (Ex): The shadowy assassin is not permanently killed as long as its Shadow Blade survives. It revives, next to its Shadow Blade 1d10 days later.
Corporeal Form (Sp): The shadowy assassin gains the ability to become corporeal at will while the Shadow Blade is in its possession.
Magic Jar (Sp): Once per day, the shadowy assassin can use magic jar as if its character levels were its caster level on anyone foolish enough to touch the Shadow Blade.

Loss of Shadow Blade: If a shadowy assassin loses possession of its Shadow Blade, it is no longer able to become corporeal at will. Further if its Shadow Blade is destroyed, the shadowy assassin is drawn fully into the Plane of Shadows until it can devise a way to build another shadow blade. Then it must find a Hollow Night holiday during the Witching hour to transfer its new Shadow Blade back to the Material Plane. Then it can manifest incorporeally and and finally, physically next to its Shadow Blade so it can recapture any lost lairs or treasures; taking care to add new fancies to its list of owned things; and avenge its previous “death” (if necessary).

Outcast to the Plane of Shadows: A shadowy assassin that has its Shadow Blade destroyed becomes trapped on the Plane of Shadows. While trapped on the Plane of Shadows, the shadowy assassin can and must learn to shape shadows well enough to be able to make a shadesteel Shadow Blade on the plane of shadows that has physical substance on the material plane. This effort usually takes, initially, only 100 years or so. Thus it can then transfer its Shadow Blade back to the material plane to a Hollow Night holiday during the Witching Hour. During the learning process, the shadowy assassin will also learn how to shape creatures, items, and structures out of Shadesteel. Items and Structures have the Shadesteel property. Creatures have the Shadesteel subtype.

The process of making a shadesteel Shadow Blade is intensively laborious so that even a shadowy assassin that already knows the proper steps to take, will still invest about 50 years to form a new Shadow Blade.
Note: The word “possession” throughout the Shadow Blade entry means: on one’s person or belonging to (and thus hidden somewhere). "Belonging to" items can be found and taken from a creature's possession.
 
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ElectricDragon

Explorer
EXAMPLE SHADOWY ASSASSINS:

SHADOWY ASSASSIN

FEMALE ELF
ROGUE 5/ASSASSIN 7

JADE BONDS, “PUCK”
Medium Undead
Hit Dice:12d12 (78 hp)
Initiative:+12 (+8 Dex, +4 improved initiative)
Speed:30 ft. (6 squares)
Armor Class:31 (+9 Dex, +4 armor [force], +6 natural, +2 deflection), touch 21, flat-footed 31//vs. Incorporeal touch 25
Base Attack/Grapple:+8/+9
Attack:+2 rapier +19 melee (1d6+3) or touch attack +17 melee touch (1d8+5) or +1 long bow +18 ranged (1d8+1)
Full Attack:+2 rapier +17/+12 melee (1d6+3) and touch attack +15 melee touch (1d8+5) or +2 rapier +17/+12 melee (1d6+3) and knife +15 melee (1d3+1) or touch attack +15 melee touch (1d8+5) and knife +15 melee (1d3+1) or touch attack +17 melee touch (1d8+5) or +1 long bow +18/+13 ranged (1d8+1)
Space/Reach:5 ft./5 ft.
Special Attacks:Death attack, death blade, fear aura, poison, sneak attack +7d6, spells, touch attack
Special Qualities:Corporeal form, death touch, evasion, immortality, immunities, improved uncanny dodge, low-light vision, magic jar 1/day, poison use, shape shadows, trap sense +1, trapfinding, +4 turn resistance, uncanny dodge
Saves:Fort +5, Ref +19, Will +5
Abilities:Str (13) —, Dex 26 (28), Con —, Int 14, Wis 10, Cha 14
Skills:Balance +19, Climb +9, Concentration +20, Craft (weaponsmith) +10, Diplomacy +2, Disable Device +10, Disguise +7, Hide +40, Jump +3, Listen +6, Move Silently +40, Open Lock +17, Search +16, Sense Motive +14, Spot +14, Tumble +17
Feats:Combat Reflexes, Improved Initiative, Skill Focus (Concentration), Two Weapon Fighting, Weapon Finesse
Environment:Any
Organization:Solitary or with guards (shadowy assassin + 2d4 shadesteel shadows)
Challenge Rating:17
Treasure:amulet of natural armor +1, bracers of armor +4, gloves of dexterity +2, long bow +1, rapier +2, ring of protection +2, shadow blade; 108,000 gp, 1 platinum and ruby necklace, 1 jade necklace, 3 silver rings with emeralds, a pair of platinum & jade earrings, and a silver & malachite brooch.
Alignment:Chaotic evil
Advancement:By character class
Level Adjustment:+4
Jade was so named because of her striking green eyes. Jade began her life as a 2nd story elf, meaning she climbed up to the second level of a building to find an unlocked entrance on the second or third floor to support her extragavant lifestyle. After several times of almost getting caught, she fixated on the idea that if she killed them first, it would be much harder to get caught. She continued on this trail for most of her life, untimately finding a copy of the Sealed Shadow ritual in a dark cleric’s abode that lead her to make a deal with Nethrancor for the recipe for the Shadow Blade and paid 50 years of protecting a Hollow Night holiday site.



Jade has been imprisoned on the plane of shadows by having her Shadow Blade destroyed, twice previously; and knows how to make a new Shadow Blade from shadesteel in only about 50 years.
Jade rules an expansive kingdom on the plane of shadows. It is peopled, even in her absense, by shadesteel versions of many of the people she has killed or known over her lifetime (and deathtime) complete with personalities and jobs. Her castle, armors, shields, farmers, houses, farms, craftsmen, craftsmen shops, merchants, weapons, horses, carriages, oxen, and donkeys also populate the kingdom, all also made of shadesteel.

On the material plane, Puck has an underground lair filled with traps and shadesteel shadow guards equipped with shadesteel bucklers and shadesteel short swords. The closest hollow night holiday (now at 2 weeks/year) with a Witching Hour is only 15 miles away from his lair. Jade relentlessly tracks down (usually by hiring trackers, bounty hunters, or assassins) and retrieves any piece of her treasure that was removed from her lair in her absense; leaving a swath of dead bodies and empty pockets until every last piece is recovered. The provenance of each item becomes essentially her hit list.

COMBAT

Jade prefers to strike from hiding or ambush in order to employ her sneak attack (also possibly with poison, Death Attack, and/or Death Blade). Ranged opponents find no corporeal target, until Puck has moved to a hiding place and becomes corporeal with concealment or cover. Using its incorporeal movement very few creatures can outrun it, so prey rarely get away. Jade Bonds has been known to cast deep slumber to incapacitate several foes at once, and gain automatic sneak attacks on them.

Corporeal Form:
At will, as a standard action, Jade can change from her incorporeal form to her corporeal form or vice versa. In incorporeal form, Jade moves at Fly 60 feet and her damage reduction does not change. Further, Jade in incorporeal form gains a +2 deflection bonus to her AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).

Death Attack:
If Jade Bonds studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Jade’s choice). While studying the victim, Jade can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. Victims of such an attack that fail a Fortitude save (DC 19) against the kill effect, die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 + 7 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Jade has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if Jade does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Death Blade (Su):
Only usable with sneak attack and her Shadow Blade imbued with Death Touch. A successful sneak attack requires the victim to make a Fortitude save (DC 15) or die. Successful saves still suffer sneak attack damage. This ability cannot be used when incorporeal.

Death Touch
(Sp):
1/round as a free action, if hidden, Jade can activate this ability to imbue her Shadow Blade (in her hand) with Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Jade scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal.

Evasion (Ex):
If Jade makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Jade is wearing light armor or no armor. If helpless, Jade does not gain the benefit of evasion.

Fear
Aura (Su):
Jade is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save (DC 15) or be affected as though by a fear spell from a 7th level sorcerer. A creature that successfully saves cannot be affected again by Jade’s aura for 24 hours.

Immortality (Ex):
Jade Bonds is not permanently killed as long as her Shadow Blade survives. She revives, next to her Shadow Blade 1d10 days later.

Immunities (Ex):
Jade has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Improved Uncanny Dodge (Ex):
Jade can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least 16 levels of rogue.

Magic Jar
(Sp):
Once per day, Jade can use magic jar as a 12th level caster on anyone foolish enough to touch the Shadow Blade; Will save (DC 17) negates.

Poison Use (Ex):
Jade has trained extensively with poisons and never risks accidentally poisoning herself when applying poison to a blade. Puck always carries 10 doses of deathblade poison and usually envenoms both rapier and knife before sneak attacking someone, but sometimes she poisons an arrow or two for ranged opponents.
PoisonTypeInitial DamageSecondary Damage
DeathbladeInjury DC 201d6 Con2d6 Con
The poisoned weapon or ammunition remains poisoned for only a single successful attack. Arrows that miss have a 50% chance of being lost. Recovered arrows that missed are still poisoned.



Shape Shadows (Su): At will while in shadows, a shadowy assassin can create a shadowy version of a creature that it has seen that has substance in only 1 hour + the size modifier. Items and creatures can be made according to their size: T or smaller: 1 minute; Small: 5 minutes; Medium: 10 minutes; Large: 15 minutes; Huge: 30 minutes; Gargantuan: 1 hour; Colossal: 2 hours; Colossal+: 3 hours; Awesome (large castles, towns, small and large cities, and other large structures): 10 hours. Having 5 or more ranks in a Craft skill allows the shadowy assassin to make masterwork versions of those kinds of items. Only one item or creature can be made at a time. Creatures will have some skills and some personality traits of whomever they copy (60% of skill ranks). Items that are masterwork can be enchanted. Creating an item or creature using the Shape Shadows ability gives the item the shadesteel property, and gives the creature the shadesteel subtype.

Spells: 4/4/2 /day as a 7th level caster. Save DC’s =12+ spell level.
1st Level: ghost sound, obscuring mist, sleep, true strike.
2nd Level: alter self, invisibility, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, magic circle against good.

Touch Attack (Su):
Jade has a touch attack that she can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 15) halves the damage.

Trap Sense (Ex):
Jade gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Trapfinding (Ex):
Jade can use the Search skill to locate traps when the task has a DC higher than 20.
Jade can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Jade beats a trap’s DC by 10 or more with a Disable Device check; she can study a trap, figure out how it works, and bypass it (with her group) without disarming it.

Uncanny Dodge (Ex):
Jade Bonds can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, it still loses her Dexterity bonus to AC if immobilized.
 
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ElectricDragon

Explorer
SHADOWY ASSASSIN
MALE HUMAN
ROGUE 9/BLACKGUARD 6

Sonny Chiba, “Street Fighter”
Medium Undead
Hit Dice:15d12 (97 hp)
Initiative:+10 (+6 Dex, +4 improved initiative)
Speed:30 ft. (6 squares)
Armor Class:29 (+6 Dex, +5 armor [force], +6 natural, +2 deflection), touch 18, flat-footed 29//vs. Incorporeal touch 23
Base Attack/Grapple:+12/+14
Attack:+2 rapier +18 melee (1d6+4) or touch attack +16 melee touch (1d8+5) or +2 long bow +18 ranged (1d8+4) or shadow blade +16 melee (1d3+2)
Full Attack:+2 rapier +20/+15 melee (1d6+4) and touch attack +18 melee touch (1d8+5) or +2 rapier +20/+15 melee (1d6+4) and knife +18 melee (1d3+1) or touch attack +18 melee touch (1d8+5) and knife +18 melee (1d3+1) or touch attack +18 melee touch (1d8+5) or +2 long bow +20/+15 ranged (1d8+2)
Space/Reach:5 ft./5 ft.
Special Attacks:Death blade, fear aura, poison, rebuke undead (1d20+3, 2d6+5 turning damage), sneak attack +6d6, spells, touch attack
Special Qualities:Corporeal form, death touch, DR 15/magic and good, evasion, fiendish servant, immortality, immunities, improved uncanny dodge, magic jar 1/day, poison use, trap sense +3, trapfinding, +4 turn resistance, uncanny dodge
Saves:Fort +9, Ref +15, Will +7
Abilities:Str (14) —, Dex 18 (22), Con —, Int 10, Wis 13, Cha 12
Skills: Concentration +16 (15 ranks, +1 Cha), Handle Animal +11 (10 ranks +1 Cha), Hide +37 (15 ranks, +6 Dex, +16 racial), Knowledge (religion) +10 (10 ranks), Listen +11 (10 ranks, Wis +1), Move Silently +37 (15 ranks, +6 Dex, +16 racial), Ride +8 (+6 Dex, synergy +2), Sleight of Hand +16 (10 ranks, Dex +6), Spot +12 (11 ranks, Wis +1)
Feats:Cleave, Improved Initiative, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Finesse
Environment:Any
Organization:Solitary or with guards (1 shadowy assassin + 1 fiendish heavy warhorse servant + 2d4 shadesteel shadows armed with shadesteel short swords and shadesteel bucklers + 1 commanded shadow).
Challenge Rating:17
Treasure:Amulet of natural armor +1, bracers of armor +5, gloves of dexterity +4, long bow +2, rapier +2, ring of protection +2, shadow blade; 186,000 gp, 12 3x4 paintings of various battle scenes and naval battles (worth 6d4 x 100 gp each), Sealed Shadow ritual, Shadow Blade recipe.
Alignment:Lawful evil
Advancement:By character class
Level Adjustment:+4
Sonny Chiba was a street urchin who eventually specialized in switching a fake for the real thing, too fast to be seen. Caught and sentenced to lose his right hand the next dawn, he escaped from prison and began a life on the run. When faced with the choice of going back to prison (and losing both hands), he opted for killing his captors. This happened several times. Eventually the sum on his head (10,000 gp) brought bounty hunters and assassins out of the woodwork to hunt for him. With the funds from many successful escapades (including the goods of some very good trackers, bounty hunters, and assassins; he had a keep built (using local materials and a crew of 100) hidden deep in a dead-end canyon. Once his keep was finished he murdered all the crew and hired servants run the place (all humans: cooks, wenches, farmers, hunters, a few smiths, and soldiers: eventually 200 light cavalry, 75 light infantry, and 50 archers). He gave himself the title: Lord Sonny.



A lost merchant looking for directions supplied Sonny with both the recipe for a Shadow Blade and the Sealed Shadow ritual (items requested by and paid for in advance by an adventurer named Lasenby from the nearby city).

Lasenby sent trackers looking for the now dead merchant and his requested items. Some even managed to find Sonny’s hidden keep; much to their regret.
Sonny has never had his Shadow Blade destroyed or even taken from him and so it will take him 100 years to figure out how to come back to the material plane. The nearest Infernal Cesspool is over 150 miles away, the nearest Hollow Night holiday is recent and only 30 miles away and happens in the spring (3 days).
Sonny speaks Common.

COMBAT
Sonny prefers to strike from hiding or ambush in order to employ his sneak attack (also possibly with poison and/or Death Blade). Ranged opponents find no corporeal target, until Street Fighter has moved to a hiding place and becomes corporeal with concealment or cover. Using his incorporeal movement very few creatures can outrun him, so prey rarely get away. Sonny Chiba has been known to cast various monster summoning spells to increase his chances in combat.

Weapon and Armor Proficiency:
Sonny is proficient with all simple and martial weapons, with all types of armor, and with shields.

Aura of Evil (Ex):
Sonny Chiba’s aura of evil (see the detect evil spell) is equal to a 6th level cleric.

Aura of Despair (Su):
Sonny radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Command Undead (Su):
Sonny Chiba gains the supernatural ability to command and rebuke undead. He commands undead as would a 4th level cleric, Rebuking check 1d20+3, turning damage 2d6+5.

Corporeal Form:
At will, as a standard action, Sonny can change from his incorporeal form to his corporeal form or vice versa. In incorporeal form, Sonny moves at Fly 60 feet and his damage reduction does not change. Further, Sonny in incorporeal form gains a +1 deflection bonus to his AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).

Dark Blessing (Su):
Sonny applies his Charisma modifier (+1) as a bonus on all saving throws.

Death Blade (Su):
Only usable with sneak attack and his Shadow Blade imbued with Death Touch. A successful sneak attack requires the victim to make a Fortitude save (DC 18) or die. Successful saves still suffer sneak attack damage. This ability cannot be used when incorporeal.

Death Touch
(Sp):
1/round as a free action, if hidden, Sonny can activate this ability to imbue his Shadow Blade (in his hand) with Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Sonny scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal.

Detect Good (Sp): At will, Sonny can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Evasion (Ex):
If Sonny makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Sonny is wearing light armor or no armor. If helpless, Sonny does not gain the benefit of evasion.

Fear
Aura (Su):
Sonny is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save (DC 18) or be affected as though by a fear spell from a 7th level sorcerer. A creature that successfully saves cannot be affected again by Sonny’s aura for 24 hours.

Fiendish Servant:
Sonny’s fiendish servant is a fiendish heavy warhorse (trained by himself). HD+4, Natural Armor +3, Strength +2, Intelligence 7, empathic link, improved evasion, share saving throws, share spells, speak with blackguard.

Immortality (Ex):
Sonny Chiba is not permanently killed as long as his Shadow Blade survives. He revives, next to his Shadow Blade 1d10 days later.

Immunities (Ex):
Sonny has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Improved Uncanny Dodge (Ex):
Sonny can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least 19 levels of rogue.

Magic Jar
(Sp):
Once per day, Sonny can use magic jar as a 15th level caster on anyone foolish enough to touch the Shadow Blade; Will save (DC 18) negates.

Poison Use (Ex):
Sonny has trained extensively with poisons and never risks accidentally poisoning himself when applying poison to a blade. The Street Fighter always carries 10 doses of Shadow Essence poison and usually envenoms both his rapier and knife before sneak attacking someone, but sometimes he poisons an arrow or two for ranged opponents.
PoisonTypeInitial DamageSecondary Damage
Shadow EssenceInjury DC 171 Str2d6 Str
The poisoned weapon or ammunition remains poisoned for only a single successful attack. Arrows that miss have a 50% chance of being lost. Recovered arrows that missed are still poisoned.



Smite Good (Su):
Twice a day, Sonny may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (+1) to his attack roll and deals 6 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Spells:
2/2/1 /day as a 7th level caster. Save DC’s =11+ spell level. Sonny memorizes his spells at dusk.

Blackguard Spell List
Sonny chooses his spells from the following list:
1st Level: cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level: contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
* Evil creatures only.

Spells Usually Chosen:

1st summon monster I (1fiendish monstrous centipede, Medium), corrupt weapon
2nd bull’s strength, summon monster II
(1 fiendish monstrous centipede, Large; or 1d3 fiendish monstrous centipedes, Medium)
3rd inflict serious wounds (for healing self)

Touch Attack (Su):
Sonny has a touch attack that he can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 15) halves the damage.

Trap Sense (Ex):
Sonny gains an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Trapfinding (Ex):
Sonny can use the Search skill to locate traps when the task has a DC higher than 20.
Sonny can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Sonny beats a trap’s DC by 10 or more with a Disable Device check; he can study a trap, figure out how it works, and bypass it (with his group) without disarming it.

Uncanny Dodge (Ex):
Sonny Chiba can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.


Fiendish Servant:
Fiendish Warhorse, Heavy "Francis"
Large Magical Beast (Extraplanar)
Hit Dice:8d8+24 (60 hp)
Initiative:+1
Speed:50 ft. (10 squares)
Armor Class:17(–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple:+6/+15
Attack:Hoof +10 melee (1d6+5)
Full Attack:2 hooves +10 melee (1d6+5) and bite +5 melee (1d4+2)
Space/Reach:10 ft./5 ft.
Special Attacks:Smite good 1/day (+8 damage)
Special Qualities:Darkvision, DR 5/magic, empathic link, improved evasion, low-light vision, resistance 5 (cold and fire), scent, share saves, share spells, speak with Sonny, SR 13
Saves:Fort +11, Ref +9, Will +8
Abilities:Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6
Skills:Listen +7, Spot +6
Feats:Endurance, Iron Will, Run
Environment:Hades
Organization:Companion
Challenge Rating: 4
Level Adjust: +2
These magical beasts are similar to heavy horses but are trained and bred for strength and aggression in Hades. A fiendish heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.


Darkvision 60 feet; DR 5/magic; Low-light Vision; Resistance 5 fire; Resistance 5 cold; Scent; SR 13.

Empathic Link (Su): Sonny has an empathic link with Francis out to a distance of up to 1 mile. Sonny cannot see through Francis' eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between Francis and Sonny, he has the same connection to a place or an item that Francis does.

Improved Evasion (Ex): If Francis is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws: For each of its saving throws, Francis uses either its own base save bonus or Sonny’s, whichever is higher. Francis applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that Sonny might have.

Share Spells: At Sonny’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Francis. Francis must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting Francis if it moves farther than 5 feet away and will not affect Francis again even if it returns to Sonny before the duration expires. Additionally, the Street Fighter may cast a spell with a target of “You” on Francis (as a touch range spell) instead of on himself. Sonny and Francis can share spells even if the spells normally do not affect creatures of Francis' type (magical beast).

Smite Good (Su): Once per day Francis can make a normal melee attack to deal +8 damage against a good foe.

Speak with Blackguard (Ex): Sonny Chiba and Francis can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Carrying Capacity: A light load for Francis is up to 400 pounds; a medium load, 401–800 pounds; and a heavy load, 801–1,200 pounds. Francis can drag 6,000 pounds.

Handle Animal Commands Known: Attack, Come, Defend, Down, Guard, and Heel (in Common).
 
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ElectricDragon

Explorer
SHADOWY ASSASSIN
MALE HUMAN
ROGUE 6/SHADOWDANCER 6

Twilight, “Twin Death”
Medium Undead (Incorporeal)
Hit Dice:12d12 (78 hp)
Initiative:+5 (+5 Dex)
Speed:30 ft. (6 squares)
Armor Class:26 (+5 Dex, +4 armor [force], +6 natural, +1 deflection), touch 16, flat-footed 21//vs. Incorporeal touch 20
Base Attack/Grapple:+8/+9
Attack:+2 short sword +15 melee (1d6+3) or touch attack +13 melee touch (1d8+5) or +1 short bow +14 ranged (1d6+1) or shadow blade +13 melee (1d3+1)
Full Attack:+2 short sword +13/+8 melee (1d6+3) and touch attack +11 melee touch (1d8+5) or +2 short sword +13/+8 melee (1d6+3) and shadow blade +11 melee (1d3) or touch attack +11 melee touch (1d8+5) and shadow blade +11 melee (1d3) or touch attack +13 melee touch (1d8+5) or +1 short bow +14/+9 ranged (1d6+1) or shadow blade +11/+6 melee (1d3+1) and touch attack +11 melee touch (1d8+5)
Space/Reach:5 ft./5 ft.
Special Attacks:Death blade, fear aura, sneak attack +3d6, touch attack
Special Qualities:Corporeal form, darkvision, death touch, defensive roll, DR 15/magic and good, evasion, hide in plain sight, immortality, immunities, improved uncanny dodge, magic jar 1/day, shadow illusion 1/day, shadow jump (40 ft.), shape shadows, summon shadow (+2 HD), trap sense +2, trapfinding, +4 turn resistance, uncanny dodge
Saves:Fort +4, Ref +14, Will +5
Abilities:Str (12) —, Dex 18 (20), Con —, Int 10, Wis 13, Cha 14
Skills:Disable Device +9, Gather Information +11, Hide +36, Listen +16, Move Silently +36, Open Lock +14, Perform (dance) +8, Search +15, Spot +16
Feats:Combat Reflexes, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse
Environment:Any
Organization:Solitary or with guards (Twilight + Arrow + 2d4 “Joes” shadesteel shadows armed with shadesteel long swords and shadesteel light shields)
Challenge Rating:14
Treasure:Amulet of natural armor +1, bracers of armor +4, gloves of dexterity +2, long bow +1, short sword +2, ring of protection +1, shadow blade; 350,000 gp, large sack with 19 large black gems (3 obsidians, 5 jet, 1 jasper, 3 black star sapphires, 7 tourmalines)
Alignment:Neutral evil
Advancement:By character class
Level Adjustment:+4
Twilight was born, the second of a set of twins, in ancient days. He was banished to the plane of shadows many times and so he knows how to rebuild his Shadow Blade in only 50 years. He lost touch with his sister nearly an eon ago. In the present era, he has amassed a huge hoard of treasure comparable to a dragon’s hoard since his last banishment. He has peopled his lair with shadesteel creatures from the plane of shadows, as well as a cadre of shadesteel shadows (including 2 maximum advanced ones) as roving guards. His lair is a twisting set of tunnels on several levels purposefully made to confuse mappers. In the center of the lair is a shrine to Nethrancor, complete with an obsidian altar prepared with unhallow and deeper darkness. The whole structure is an unholy site and is thus protected by a protection from good effect and turning undead suffers a -4 penalty in the lair, with deeper darkness hiding the altar. Behind the altar, but still in darkness is a trap door (locked DC 25 to open and trapped to fire a loaded balista hidden inside the wall behind the altar and aimed at chest height at the trap door, Attack +10, Damage 2d6 peircing, Search DC 25 to find and Disable Device DC 22 to mess up the trap, DC 32 to bypass, the trap must be manually reset and takes 3 rounds). The trap door leads to Twilight’s treasure room where he stores his gems and gold.

COMBAT
Twilight prefers to strike from hiding or ambush in order to employ his sneak attack (also possibly with Death Blade). Ranged opponents find no corporeal target, until Twin Death has moved to a hiding place and becomes corporeal with concealment or cover. Using his incorporeal movement very few creatures can outrun him, so prey rarely get away. Twilight has been known to use Shadow Jump to position himself for an easy sneak attack. He is fond of using shadow illusion to mimic more shadows when his shadows attack in lighted conditions.

Weapon and Armor Proficiency:
Twilight is proficient with all simple weapons, crossbows (all), rapier, sap, short bow, short sword, and with light armor, but not with shields.

Corporeal Form:
At will, as a standard action, Twilight can change from his incorporeal form to his corporeal form or vice versa. In incorporeal form, Twilight moves at Fly 60 feet and his damage reduction does not change. Further, Twilight in incorporeal form gains a +2 deflection bonus to his AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).

Darkvision (Su):
Twilight can see in the dark as though he were permanently under the effect of a darkvision spell.

Death Blade (Su):
Only usable with sneak attack and his Shadow Blade imbued with Death Touch. A successful sneak attack requires the victim to make a Fortitude save (DC 18) or die. Successful saves still suffer sneak attack damage. This ability cannot be used when incorporeal.

Death Touch
(Sp):
1/round as a free action, if hidden, Twilight can activate this ability to imbue his Shadow Blade (in his hand) with Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Twilight scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal.

Defensive Roll (Ex):
When Twilight would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. He must be aware of the attack and able to react to it in order to execute his defensive roll. If he is in a situation that would deny him any Dexterity bonus to AC, he can’t attempt a defensive roll.

Evasion (Ex): If Twilight makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Twilight is wearing light armor or no armor. If helpless, Twilight does not gain the benefit of evasion.

Fear
Aura (Su):
Twilight is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save (DC 18) or be affected as though by a fear spell from a th level sorcerer. A creature that successfully saves cannot be affected again by Twilight’s aura for 24 hours.

Hide in Plain Sight (Su):
Twilight can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Twilight can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Immortality (Ex):
Twilight is not permanently killed as long as his Shadow Blade survives. He revives, next to his Shadow Blade 1d10 days later.

Immunities (Ex):
Twilight has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Improved Uncanny Dodge (Ex):
Twilight can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least levels of rogue.

Magic Jar
(Sp):
Once per day, Twilight can use magic jar as a 12th level caster on anyone foolish enough to touch his Shadow Blade; Will save (DC 18) negates.

Shadow Illusion
(Sp):
Twilight can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su):
Twilight can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of Twilight, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party (but it can still be destroyed). This shadow serves as a companion to Twilight and can communicate intelligibly with the him. This shadow companion has +2 HD (and the requisite base attack and base save bonus increases).
If a shadow companion is destroyed, or Twilight chooses to dismiss it, he must attempt a DC 15 Fortitude save. If the saving throw fails, Twilight loses 1,200 experience points. A successful saving throw reduces the loss by half, to 600 XP. Twilight’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Jump (Su):
Twilight has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. Twilight can jump up to a total of 40 feet each day; this may be a single jump of 40 feet or two jumps of 20 feet each or even 4 jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shape Shadows (Su): At will while in shadows, a shadowy assassin can create a shadowy version of a creature that it has seen that has substance in only 1 hour + the size modifier. Items and creatures can be made according to their size: T or smaller: 1 minute; Small: 5 minutes; Medium: 10 minutes; Large: 15 minutes; Huge: 30 minutes; Gargantuan: 1 hour; Colossal: 2 hours; Colossal+: 3 hours; Awesome (large castles, towns, small and large cities, and other large structures): 10 hours. Having 5 or more ranks in a Craft skill allows the shadowy assassin to make masterwork versions of those kinds of items. Only one item or creature can be made at a time. Creatures will have some skills and some personality traits of whomever they copy (60% of skill ranks). Items that are masterwork can be enchanted. Creating an item or creature using the Shape Shadows ability gives the item the shadesteel property, and gives the creature the shadesteel subtype.

Spell-Like Abilities (Sp):
Death touch 1/round, magic jar (Will DC 18) 1/day, shadow illusion 1/day.

Touch Attack (Su):
Twilight has a touch attack that he can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 18) halves the damage.

Trap Sense (Ex):
Twilight gains an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Trapfinding (Ex):
Twilight can use the Search skill to locate traps when the task has a DC higher than 20.
Twilight can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Twilight beats a trap’s DC by 10 or more with a Disable Device check; he can study a trap, figure out how it works, and bypass it (with his group) without disarming it.

Uncanny Dodge (Ex):
Twilight can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.


Shadow Companion
“Arrow”
Medium Undead (Incorporeal)
Hit Dice:5d12 (32 hp)
Initiative:+2
Speed:Fly 40 ft. (good) (8 squares)
Armor Class:14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple:+2/—
Attack:Incorporeal touch +4 melee (1d6 Str)
Full Attack:Incorporeal touch +4 melee (1d6 Str)
Space/Reach:5 ft. x 5 ft.
Special Attacks:Strength damage
Special Qualities:Darkvision 60 ft.; immune to turning, rebuking or commanding; incorporeal traits; +2 turn resistance (vs. destroy); undead traits
Saves:Fort + 1, Ref +3, Will +5
Abilities:Str —, Dex 14, Con —, Int 6, Wis 12, Cha 14
Skills:Hide +9*, Listen +8, Search +5, Spot +8
Feats:Alertness, Dodge
Environment:Plane of Shadow
Organization:Companion
Challenge Rating: 3
Alignment: Neutral evil
Level Adjust:
Arrow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.

Arrow is 6 feet tall and is weightless. This shadow cannot speak intelligibly, except to Twilight.

COMBAT
Arrow lurks in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of Arrow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by Arrow dies. This is a negative energy effect.

Skills:
Arrow has a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *Arrow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.



Shadesteel Shadow
[All Twilight’s shadesteel shadows
are known as “Joe”]
Medium Undead (Incorporeal, shadesteel)
Hit Dice:3d12 (19 hp)
Initiative:+2
Speed:Fly 40 ft. (good) (8 squares)
Armor Class:16 (+2 Dex, +1 deflection, +1 shield, +2 concealment), touch 15, flat-footed 14
Base Attack/Grapple:+1/—
Attack:Incorporeal touch +3 melee (1d6 Str), or shadesteel longsword +5 melee (1d8+2)
Full Attack:Incorporeal touch +3 melee (1d6 Str) or shadesteel longsword +5 melee (1d8+2)
Space/Reach:5 ft./5 ft.
Special Attacks:Create spawn, strength damage
Special Qualities:Darkvision 60 ft., ghost touch ability, incorporeal traits, shadesteel weapons, +2 turn resistance, undead traits
Saves:Fort +1, Ref +3, Will +4
Abilities:Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13
Skills:Hide +8*, Listen +7, Search +4, Spot +7
Feats:Alertness, Dodge
Environment:Any
Organization:Troop (2d4)
Challenge Rating:3
Treasure:Shadesteel longsword, shadesteel light shield
Alignment:Always chaotic evil
Advancement:4-9 HD (Medium)
Level Adjustment:
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.

A shadow is 5 to 6 feet tall and is weightless. A shadow cannot speak intelligibly.
The shadesteel light shield radiates darkness in a 5-ft. radius, giving the wielding shadow a +2 concealment bonus to AC.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Ghost Touch: Shadesteel shadows can pick up and use up to 10 pounds of physical gear. Weapons made of Shadesteel Weapons: Shadesteel weapons provide a +2 bonus to attack and damage while wielded by an incorporeal creature.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
 
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ElectricDragon

Explorer
SHADOWY ASSASSIN
FEMALE HUMAN
ROGUE 16

Dusk, “Twin Death”

Medium Undead (Incorporeal)
Hit Dice:16d12 (104 hp)
Initiative:+9 (+9 Dex)
Speed:30 ft. (6 squares)
Armor Class:32 (+9 Dex, +5 armor [force], +6 natural, +2 deflection), touch 21, flat-footed 23 //vs. incorporeal touch 26//incorporeal 22
Base Attack/Grapple:+12/+13
Attack:+2 short sword +23 melee (1d6+3) or touch attack +21 melee touch (1d8+5) or +2 short bow +23 ranged (1d6+2) or +2 dagger +23 melee (1d4+3)
Full Attack:+2 short sword +21/+16/+11 melee (1d6+2) and touch attack +19 melee touch (1d8+5) or +2 short sword +21/+16/+11 melee (1d6+3) and +2 dagger +21 melee (1d4+2) or touch attack +19 melee touch (1d8+5) and +2 dagger +21 melee (1d4+2) or touch attack +21 melee touch (1d8+5) or +2 short bow +23/+18/+13 ranged (1d6+2) or +2 dagger +21/+16/+11 melee (1d4+3) and touch attack +19 melee touch (1d8+5)
Space/Reach:5 ft./5 ft.
Special Attacks:Death blade, fear aura, opportunist, sneak attack +8d6, touch attack
Special Qualities:Corporeal form, death touch, defensive roll, DR 15/magic and good, evasion, immortality, immunities, improved evasion, improved uncanny dodge, magic jar 1/day, trap sense +5, trapfinding, +4 turn resistance, uncanny dodge
Saves:Fort +5, Ref +16, Will +6
Abilities:Str (12) —, Dex 25 (29), Con —, Int 10, Wis 13, Cha 16
Skills:152-110=42Balance +26, Disable Device +15, Gather Information +15, Hide +40, Jump +3, Listen +24, Move Silently +40, Open Lock +24, Search +23, Sleight of Hand +24, Spot +24, Tumble +24
Feats:Combat Reflexes, Deadly Precision, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse
Environment:Any
Organization:Solitary or with guards (Dusk + 1d6+2 shadesteel shadows armed with +1 long swords)
Challenge Rating:18
Treasure:Amulet of natural armor +1, bag of holding (Type 1), bracers of armor +5, gloves of dexterity +4, short bow +2, short sword +2, dagger +2, ring of protection +2, shadow blade, 8 +1 longswords, 447,000 gp, 12,000 pp
Alignment:Neutral evil
Advancement:By character class
Level Adjustment:+4
Dusk was born, the first of a set of twins, in ancient days. Their mother died in childbirth, thus the nickname “Twin Death.” She was banished to the plane of shadows only once and so she knows how to rebuild her Shadow Blade in only 50 years. She lost touch with her brother nearly an eon ago when they were both banished to the plane of shadows by a band of self-righteouus paladins. After that debacle, Dusk hid her Shadow Blade behind a plethora of traps and stopped using her death blade and death touch abilities. This has prevented her being banished to the plane of shadows on more than one occasion. She has amassed a huge hoard of treasure that would make any dragon envious. She has peopled her lair with hirelings and abductees as well as a cadre of 8 shadesteel shadows (all maximum advanced ones, armed with +1 longswords) as roving guards. Her lair is set on a cloud island high in the sky. An ornate castle sits in the middle of the cloud island ruled by Dusk’s iron hand. In the center of the castle is a small temple dedicated to Nethrancor, complete with a ebony altar prepared with unhallow and bane. The whole castle is an unholy site and is thus protected by a protection from good effect and turning undead suffers a -4 penalty in the castle, with bane affecting all that do not worship Nethrancor.

Dusk offers a slave state with herself at the head and has been known to abduct children to be raised on her cloud by her retainers as a means of replenishing her supply of slaves. Only a few of her original hirelings remain as Dusk decided nearly 50 years ago, “Why pay for servants when I can get them for free?” Chief among her remaining hirelings is a frost giant 9th level cleric of Nethrancor that tends the temple and re-casts the unhallow as needed.

Dusk’s cloud island migrates with the prevailing winds: south in the autumn and north in the spring, covering a huge swath of area. Dusk never abducts more than two children from a city or one child from smaller towns; this has prevented her from being the target of righteous crusades. She puts the child in her bag of holding and becoming incorporeal, flies back to her castle. In the lands over which her cloud island flies, many are the tales of child-snatching in the middle of the night never to be seen again perpetrated by “Baba Yaga” (as she is sometimes referred to), some type of ghost, or spectre.
Dusk speaks Common.
COMBAT
Dusk prefers to strike from hiding or ambush in order to employ her sneak attack (also possibly with Death Blade). Ranged opponents find no corporeal target, until Twin Death has moved to a hiding place and becomes corporeal with concealment or cover. Using her incorporeal movement very few creatures can outrun her, so prey rarely get away. She will use her opportunist attack whenever possible so she likes sending in the fodder to provide ample flanking attempts.

Weapon and Armor Proficiency: Dusk is proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. Dusk is proficient with light armor but not with shields.

Corporeal Form:
At will, as a standard action, Dusk can change from her incorporeal form to her corporeal form or vice versa. In incorporeal form, Dusk moves at Fly 60 feet and her DR does not change. Further, Dusk in incorporeal form gains a +3 deflection bonus to her AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).

Death Blade (Su): Only usable with sneak attack and her Shadow Blade imbued with Death Touch. A successful sneak attack requires the victim to make a Fortitude save (DC 21) or die. Successful saves still suffer sneak attack damage. This ability cannot be used when incorporeal.

Death Touch (Sp): 1/round as a free action, if hidden, Dusk can activate this ability to imbue her Shadow Blade (in her hand) with Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Dusk scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal. As Dusk has her Shadow Blade expertly hidden and both magically and mundanely protected; she does not use this ability.

Defensive Roll (Ex): When Dusk would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.

Evasion (Ex): If Dusk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Dusk is wearing light armor or no armor. If helpless, Dusk does not gain the benefit of evasion.

Fear Aura (Su): Dusk is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save (DC 21) or be affected as though by a fear spell from a 16th level sorcerer. A creature that successfully saves cannot be affected again by Dusk’s aura for 24 hours.

Immortality (Ex): Dusk is not permanently killed as long as her Shadow Blade survives. She revives, next to her Shadow Blade 1d10 days later.

Immunities (Ex): Dusk has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Improved Evasion (Ex): This ability works like evasion, except that while Dusk still takes no damage on a successful Reflex saving throw against attacks henceforth she now takes only half damage on a failed save. If helpless, Dusk does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): Dusk can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least 20 levels of rogue.

Magic Jar (Sp): Once per day, Dusk can use magic jar as a 12th level caster on anyone foolish enough to touch her Shadow Blade; Will save (DC 21) negates.

Opportunist (Ex): Once per round, Dusk can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as one of Dusk’s attacks of opportunity for that round. Dusk can’t use the opportunist ability more than once per round.

Shape Shadows (Su): At will while in shadows, a shadowy assassin can create a shadowy version of a creature that it has seen that has substance in only 1 hour + the size modifier. Items and creatures can be made according to their size: T or smaller: 1 minute; Small: 5 minutes; Medium: 10 minutes; Large: 15 minutes; Huge: 30 minutes; Gargantuan: 1 hour; Colossal: 2 hours; Colossal+: 3 hours; Awesome (large castles, towns, small and large cities, and other large structures): 10 hours. Having 5 or more ranks in a Craft skill allows the shadowy assassin to make masterwork versions of those kinds of items. Only one item or creature can be made at a time. Creatures will have some skills and some personality traits of whomever they copy (60% of skill ranks). Items that are masterwork can be enchanted. Creating an item or creature using the Shape Shadows ability gives the item the shadesteel property, and gives the creature the shadesteel subtype.

Touch Attack (Su): Dusk has a touch attack that she can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 21) halves the damage.

Trap Sense (Ex):
Dusk gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on Reflex saves made to avoid traps and a +5 dodge bonus to AC against attacks made by traps.

Trapfinding (Ex): Dusk can use the Search skill to locate traps when the task has a DC higher than 20.
Dusk can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Dusk beats a trap’s DC by 10 or more with a Disable Device check; she can study a trap, figure out how it works, and bypass it (with her group) without disarming it.

Uncanny Dodge (Ex): Dusk can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
 
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gyor

Legend
Wow to the thread, clearly a work of passion and creativity.

Is this a reference to Elder Dragons from MtG or just Elder Dragons in traditional D&D or for homebrew campaign?
 

ElectricDragon

Explorer
SHADOW SPY
Small Undead (Incorporeal)
Hit Dice:1d12+3 (9 hp)
Initiative:+0
Speed:Fly 30 ft (perfect) (6 squares)
Armor Class:10, touch 10, flat-footed 10
Base Attack/Grapple:+0/—
Attack:Incorporeal touch +0 melee (1d2 Intelligence drain)
Full Attack:Incorporeal touch +0 melee (1d2 Intelligence drain)
Space/Reach:5 ft./5 ft.
Special Attacks:Incorporeal touch
Special Qualities:Darkvision 60’, daylight vulnerability, incorporeal traits, undead traits
Saves:Fort +0, Ref +0, Will +2
Abilities:Str —, Dex 11, Con —, Int 5, Wis 11, Cha 10
Skills:Hide +4*, Spot +0
Feats:Toughness
Environment:Any
Organization:Solitary, cadre (2–8), or unit (10–20)
Challenge Rating:1
Treasure:None
Alignment:Always neutral evil
Advancement:
Level Adjustment:
A shadow spy appears as no more than a shadow with two pinpoints of green light for eyes. A shadow spy is vaguely humanoid-shaped unless hiding in shadows and conforming to their shape. Often, a shadow spy looks out from a shadow where it is hiding, so all that can be seen are two pinpoints of green light in the middle of a shadow, much like some feral beast looking out of the foliage in the dark.

They are created in a special ritual. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator. They understand any language their creator can speak.
The next night a second ritual provides the creator the means to understand the semi-language of gestures of the shadow spies through a gem made in a separate ceremony the next night. Without the gem, information can not be received from the shadow spy (though it still retains the ability to understand its creator's languages).
COMBAT
Shadow spies avoid combat if possible, seeking only to observe and report. If forced into combat, the shadow spy uses its incorporeal touch and retreats as soon as it is able.
Daylight vulnerability: Natural daylight burns away a shadow spy in one round, leaving nothing but a distant cry lost on the wind. Any spell with the light descriptor does 1d4 damage per spell level to the shadow spy (Reflex for half).
Incorporeal: The shadow spy has no physical body. It is immune to all nonmagical attack forms. It can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
Incorporeal Touch (Su): The shadow spy drains Intelligence permanently with a touch. On each successful attack, the shadow spy gains 5 temporary hit points (10 on a critical). Creatures reduced to 0 Intelligence are treated as if they had the insanity: catatonia; they no longer notice their surroundings and can no longer care for themselves (eat, drink, fight, walk, etc.), but they defend themselves normally.
Skills: The shadow spy gains a +4 racial bonus to all spot checks made while hiding; this replaces the normal penalty to spot checks while hiding. A shadow spy gains a +4 racial bonus to all hide checks made to hide in shadows (as opposed to behind cover).
 
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ElectricDragon

Explorer
Soulless Knight Template
A soulless knight is an undead warrior, usually a fighter or ranger, but sometimes a blackguard, barbarian, or fallen paladin who has used a dark ritual to trade its life for the strength and longevity of undeath in order to seek revenge or retribution on individuals or organizations that it failed to destroy while alive. Unfortunately, being undead, the target of their revenge quickly changes to “all living creatures”. Soulless knights lose the ability to feel any emotion except rage. As undead, they are still immune to enchantments that cause emotions, even rage.
A soulless knight is a gaunt and partly skeletal humanoid dressed in blood-stained armor. Its eyes have long ago been lost to decay, but bright pinpoints of emerald light burn on in the empty sockets, sometimes from behind its bloody visor.
Soulless knights speak Draconic plus any other languages they knew in life.

Undeath’s Retribution

Unknown to soulless knights, the process of becoming this type of undead unhinges the mind of the undeath postulate and always changes the target of their revenge to “all living creatures”. Some take longer than others to experience this goal shift, but all eventually shift goals, taking up to a year (3d4 months) before they succumb to “undeath’s retribution”. Soulless knights that have succmbed can no longer feel any emotion except rage. Barbarian soulless knights are the only ones that have a practical use for this rage; but all soulless knights experience this rage.

CREATING A SOULLESS KNIGHT
"Soulless knight" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it has at least a +13 base attack bonus and can create the required soul weapon [Craft (weaponsmithing) 5+ ranks] and soul armor [Craft (armorsmithing) 5+ ranks.
A soulless knight 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. The creature gains the augmented subtype.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A soulless knight has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A soulless knight has a touch attack that it can use once per round. If the base creature can use weapons, the soulless knight retains this ability. A creature with natural weapons retains those natural weapons. A soulless knight fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A soulless knight armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A soulless knight 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 soulless knight without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier) halves the damage. A soulless knight with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Special Attacks:

Save DCs are equal to 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier unless otherwise noted. A soulless knight retains all the base creature’s special attacks and gains those described below:

Bleeding Wounds (Su):
Any successful attack made by the soulless knight deals bleeding damage of 1 hp per round for 10 rounds or until it is bandaged (standard action). Multiple successful attacks (and thus wounds) on the same creature stack: i.e. 2 hits equals 2 hp bleeding damage per round. It doesn’t matter if the attack was with its touch attack, soul weapon attack, or some other weapon attack, each one deals: +1 hp bleeding damage per round for 10 rounds. A regeneration spell or effect counters this ability for the creature with that effect.

Fear Aura (Su):
Soulless knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the soulless knight must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the soulless knight's level. A creature that successfully saves cannot be affected again by the same soulless knight’s aura for 24 hours.

Rage: (Su): If the base creature has the ability to go into a rage; for the soulless knight, the ability changes and becomes supernatural (Su) instead of extraordinary (Ex). No longer will the soulless knight gain Constitution bonuses from its rage, but instead it gains +2 hp/HD that go away when the rage ends. The duration of the rage is set at 5 rounds. The soulless knight is no longer fatigued at the end of the rage and is no longer limited to only one rage per encounter.

Touch Attack (Su): A soulless knight has a touch attack that deals 1d8+5 negative energy damage. A successful Will save 10 + ½ soulless knight’s HD + soulless knight’s Charisma modifier reduces damage by half.

When armed with his soul weapon a soulless knight gains the ability to activate two special attacks of his soul weapon:

Soul Draining (Su):
At will, at night only, as a swift action, R 30 feet, Target: one creature; Save: Fort neg. When the soulless knight has its soul weapon in hand, the soulless knight can activate the soul weapon's draining ability on one target creature. While the weapon is draining, the soulless knight cannot activate the soul draining ability again or use the soul weapon’s undead squire ability, but the soul weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until the soulless knight is destroyed, the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. [In game terms, the victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of either the soulless knight or the victim, or the destruction of the weapon.]

Unlike vampires, soulless knights do not crave blood, there is no bloodthirst for them; nevertheless a soulless knight gains a bonus 2d10 negative energy when a victim dies from soul draining. The soulless knight can choose to spend each d10 of this energy as a free action to either heal itself or deal extra damage on its next attack The weapon must be in hand in order to use any of the stored negative energy. [Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Random soulless knights have 1 to 10 d10's of negative energy stored when encountered].

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the weapon is not draining some creature, the soulless knight can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with power word undeath using his character level as his caster level and affecting only the next creature hit with the soul weapon, otherwise exactly like the spell].

Special Qualities:

A soulless knight retains all the base creature’s special qualities and gains those described below. Some of the base creature’s special abilities also change to reflect its new undead state.

Animal Companion (Ex):
If the base creature has an animal companion; it abandons him and he can no longer gain a new one. Druid soulless knights are very rare.

Damage Reduction (Su):
A soulless knight’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immortality (Su):
Both a soul weapon and a set of armor are required to make a soulless knight. The armor and weapon become the focal point of the soulless knight’s being: if both armor and weapon survive, A destroyed soulless knight will reappear next to the weapon and wearing the armor (if both are carried together and the armor is not worn by someone else) 2d4 days later; if worn by another, the parts are separated, or the weapon was destroyed: the soulless knight appears next to his armor 2d4 days later; if only the soul weapon survives, the soulless knight will appear next to the soul weapon 2d6 days later. When killed, a soulless knight vanishes in a puff of reeking vapor (Fort save DC 10 within 5 feet or sickened for 1 round), leaving any physical gear, armor, and weapons to clatter to the ground where it had just stood.

A soulless knight can always locate his soul weapon or soul armor as if affected by a locate objects spell.

Remaking a soul weapon requires a repeat of the first ceremony (as much as possible, soulless knights do not bleed, and crafting the armor can be skipped). Remaking the soul armor is more problematic and requires a special service to Nethrancor just to learn how to re-forge it.

Immunities:
Soulless knights have immunity to cold, electricity, polymorph, and mind-affecting attacks.

Inspire Courage (Su) or Inspire Heroics (Su):
If the base creature has the ability to use inspire courage or inspire heroics; the morale bonuses change to profane bonuses.

Lay on Hands (Su):
If the base creature has the ability to Lay on Hands; that ability changes to heal only undead. So the soulless knight can use this ability to heal himself, his undead followers (if he has any) and his undead companion (if he has one); but he can no longer use this ability to heal his fiendish servant. This ability cannot be used to deal damage.

Turn Resistance (Ex):
A soulless knight has +4 turn resistance.

Unholy Agility (Su):
The soulless knight's soul weapon infuses the base creature with the ability to move out of the way of most blows. This equates to a bonus to its hit points. A soulless knight gains its Dexterity modifier as a bonus to each Hit Die as long as it has its weapon in hand. A soulless knight bereft of weapon loses that full number of bonus hp even if it has less than that amount of hp left. A disarmed soulless knight is an easier kill and disarming can even destroy the creature if it was already damaged enough.

Wholeness of Body (Su):
If the base creature has wholeness of body; the healing changes to negative energy but heals the same amount.

Abilities:
Increase from the base creature as follows: Str +4, Dex +4. Being undead, a soulless knight has no Constitution score.
Skills: Soulless knights have a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks; otherwise same as the base creature.
Languages: The soulless knight speaks Draconic in addition to any languages it knew in life.
Organization: Solitary or troupe (1 soulless knight plus 2d4 ritual zombies, 1 wight, and 1d3 ghouls).
Challenge Rating: Same as the base creature +2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
Personality: The soulless knight changes it personality and goals slowly. Eventually, rage is the only emotion a soulless knight can feel and it still wants to feel emotions.

Note on abilities that change: Any healing changes to negative energy providing the same amount of healing to an undead creature (sometimes limited to self only). Morale bonuses change to profane bonuses. Animals will not willingly stay around undead.

SOULLESS KNIGHT CHARACTERS
The process of becoming a soulless knight is unspeakably evil and can be undertaken only by a willing character. A soulless knight retains all class abilities he had in life.
Soulless knight characters that owe a service to The Death Father leave their armor in Nethrancor’s safekeeping while on their missions. Nethrancor provides comparable armor for the soulless knight’s use while he is performing a service for The Death Father.
 
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ElectricDragon

Explorer
Example Soulless Knights

“Lord Night”

SOULLESS KNIGHT
MALE DWARF

13TH LEVEL FIGHTER
Medium Undead (Augmented Humanoid: Dwarf)
Hit Dice:13d12+52 (136 hp/84 hp without soul weapon)
Initiative:+8 (+4 Dex, +4 feat)
Speed:20 ft. (4 squares)
Armor Class:36 (+1 Dex, +11 armor, +5 shield, +7 natural, +2 deflection, +4 dodge vs. giant type), 13 touch , 35 flat-footed
Base Attack/Grapple:+13/+17
Attack:+3 dwarven waraxe (soul weapon) +24 melee 1d10+13 (19-20/x3) or touch attack +17 melee touch 1d8+5 (20/x2) or +2 heavy crossbow +17 ranged 1d10+2 (19-20/x2)
Full Attack:+3 dwarven waraxe (soul weapon) +24/+19/+14 1d10+13 (19-20/x3) or +3 dwarven waraxe (soul weapon) +18/+13/+8 melee 1d10+13 (19-20/x3) and touch attack +7 melee touch 1d8+5 (20/x2), or touch attack +17 melee touch 1d8+5 (20/x2) or +2 heavy crossbow +17 ranged 1d10+2 (19-20/x2)
Space/Reach:5 ft./5 ft.
Special Attacks:Fear aura, bleeding wounds, soul draining, unholy squire
Special Qualities:Darkvision 60 feet, DR 15/bludgeoning and magic, immortality, immunities, stonecunning, turn resistance +4, unholy agility
Saves:Fort +8, Ref +6, Will +5 [+2 vs. spells]
Abilities:Str 22, Dex 18, Con —, Int 13, Wis 12, Cha 8
Skills:Climb +21, Craft (armorsmithing) +11, Craft (weaponsmithing) +11, Jump +21, Listen +9, Search +9, Spot +9, Swim +4
Feats:Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Critical (dwarven waraxe), Improved Initiative, Power Attack, Power Critical (dwarven waraxe), Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Environment:Underground
Organization:Solitary or company (soulless knight, 1 wraith, 1 wight, and 2 ghouls)
Challenge Rating:15
Treasure:+3 full plate (soul armor):+3 heavy steel shield; +3 amulet of natural armor; +2 ring of protection; +2 heavy crossbow; +3 dwarven waraxe (soul weapon) +5 vs. magic-using or enchanted creatures; dark blue hooded cloak; 20 heavy crossbow bolts in case; 47,500 gp; book of dark poetry (written in Undercommon).
Alignment:Lawful evil
Advancement:By character class
Level Adjustment:+4
Negative Energy6d10

Lord Night’s whole clan was massacred by an orc horde while he was out hunting down some goblins that had been waylaying miners in one of the clan’s mines. Finding his whole extended family (including the clan’s few children) lying dead, along with many dead orc raiders; he swore a bloodquest to rid the world of all orcs. He took the name Night as a reminder of that he was the last of his clan and had begun the last long night of his clan. Lord Night then swore revenge against all orcs.

Years later, bloodied, haggard, and nearly insane; with a huge number of dead orcs he had swept into their own deep dark night; he retrieved a book of dark poetry from a dead orc shaman. This book of poetry had at the end of the book, detailed in Undercommon, the Soul Weapon ritual. The dark poetry talked to Lord Night in a language he understood and finding the recipe at the back of the book seemed fortuitous. Taking a break from his revenge, he studied the poetry while he gathered the ritual components to began the Soul Weapon ritual.

Not long after, Lord Night began his unlife and used that unlife to continue his retribution against orcs for nearly a year before he started attacking to kill all living creatures. Lord Night no longer sees any living creature as worthy of living. His goal has changed and he has put all living creatures in the same category as the orcs he once sword a bloodoath to destroy. Thus all living creatures deserve nothing more than a quick death.

Lord Night’s ritual zombies were destroyed long ago, but he still controls several undead created by his Undead Squire ability.

Lord Night speaks Common, Draconic, Dwarven, and Undercommon.

Weapon and Armor Proficiency:
Lord Night is proficient in all Simple and Martial weapons as well as dwarven waraxes and dwarven urgoshes; with all armors (Light, Medium, and Heavy) and with all types of shields (including tower shields).

COMBAT
Lord Night prefers to start combat from afar with his heavy crossbow that deals bleeding damage when he uses it. Closing on the soulless knight is even more dangerous though, with his touch attack and martial proficiency. Against unarmored opponents, he uses his full Power Attack hoping to Cleave into another opponent.

Bleeding Wounds (Su):
Every successful hit by any weapon or touch attack of Lord Night deals +1hp bleeding damage for 10 rounds starting the round after damage is applied. Multiple hits stack. Bandaging stops all bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).

Damage Reduction (Su):
Lord Night’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic.

Dwarf Racial Abilities:
Lord Night gains a +1 to attacks vs. orcs and goblinoids; a +4 vs. bull rushes or trips; a +4 dodge bonus vs. giants; a +2 racial bonus on Search checks for unusual stonework; and the ability to intuit depth underground.

Fear Aura (Su):
Lord Night is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save or be affected as though by a fear spell from a 13th level sorcerer. A creature that successfully saves cannot be affected again by Lord Night’s aura for 24 hours.

Immunities:
Lord Night has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Soul Draining (Su):
At will, at night only, as a swift action, R 30 feet, one creature; Save: Fort DC 15 negates. When Lord Night has his soul weapon in hand, Lord Night can activate the soul weapon's soul draining ability on one target creature. While the weapon is draining, Lord Night cannot activate the soul draining ability again or use the soul weapon’s undead squire ability, but the soul weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until Lord Night or the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Lord Night, death of the victim, or destruction of the weapon.

Lord Night gains 2d10 negative energy when a victim dies from soul draining. He can choose to spend each 1d10 of this energy as a swift action to either heal himself or deal extra damage on his next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Lord Night has 6d10 negative energy stored in his soul weapon when encountered.

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Turn Resistance (Ex):
Lord Night has +4 turn resistance (turn as if 17HD).

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Lord Night can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with power word undeath as a 13th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].

Unholy Agility (Su):
Lord Night's soul weapon infuses him with the ability to move out of the way of most blows. Lord Night gains his Dexterity modifier (+4) as a hit point bonus to each Hit Die (+52 hp) as long as he has his weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if he has less than that amount of hp left. If disarmed, Lord Night is an easier kill. Disarming can even destroy Lord Night if he was already damaged enough.

Skills:
Lord Night gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks. Lord Night gains a +2 racial bonus on Craft checks related to stone or metal and to Appraise checks related to stone or metal.

Equipment: +3 full plate (soul armor): exquisitely crafted and embellished full plate; +3 dwarven waraxe (soul weapon) +5 vs. magic-using and enchanted creatures: set with a large emerald on the end of the hilt and dwarven runes along along the blade edge that spell out: “Night’s Razor”; +3 heavy steel shield: emblazoned with a yellow half-moon on a dark blue background; +2 ring of protection: silver ring set with black pearl; +3 amulet of natural armor: silver pendant with ebony silhouette of a skull; +2 heavy crossbow : darkwood heavy crossbow with metal pieces made of mithral; hooded cloak: ermine trimmed: dark blue hooded cloak.
 

ElectricDragon

Explorer
“Bloody Mary”
SOULLESS KNIGHT
FEMALE ½ ORC

14TH LEVEL BARBARIAN
Medium Undead (Augmented Humanoid: Human and Orc)
Hit Dice:14d12+56 (147 hp/175 hp when raging/91 hp without soul weapon/119 hp raging without soul weapon)
Initiative:+4 (+4 Dex)
Speed:40 ft. (8 squares); in armor 30 ft. (6 squares)
Armor Class:31 (+3 Dex, +8 armor, +8 natural, +2 deflection), touch 15, flat-footed 28
Base Attack/Grapple:+13/+20
Attack:+3 orc double axe (soul weapon) +24 melee 1d8+13 (19-20/x3) or touch attack +20 melee touch 1d8+5 (20/x2) or +2 composite longbow +19 ranged 1d8+2 (20/x3)
Full Attack:+3 orc double axe (soul weapon) +22/+17/+12 melee 1d8+10 (19-20/x3) and +3 orc double axe (soul weapon) +22/+17 melee 1d8+6 (19-20/x3) or +3 orc double axe (soul weapon) +22/+17/+12 melee 1d8+10 (19-20/x3) and touch attack +18 melee touch 1d8+5 (20/x2), or touch attack +20 melee touch 1d8+5 (20/x2) or +2 composite long bow +19/+14/+9 ranged 1d8+2 (20/x3)
Space/Reach:5 ft./5 ft.
Special Attacks:Fear aura, bleeding wounds, rage 4/day, soul draining, unholy squire
Special Qualities:Darkvision 60 feet, DR 15/bludgeoning and magic, greater rage, immortality, immunities, improved uncanny dodge, trap sense +4, turn resistance +4, uncanny dodge, unholy agility
Saves:Fort +8, Ref +8, Will +5
Abilities:Str 24, Dex 18, Con —, Int 10, Wis 13, Cha 10
Skills:Climb+14, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Jump +23, Listen +20, Literacy, Search+8, Spot+20, Survival +12, Swim+9
Feats:Exotic Weapon Proficiency (orc double axe), Improved Critical (orc double axe), Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (orc double axe)
Environment:Underground
Organization:Solitary or company (soulless knight, 3 wights, and 3 ritual zombies)
Challenge Rating:16
Treasure:+3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures; +3 breastplate (soul armor); amulet of natural armor +3; ring of protection +2; +2 composite longbow
Alignment:Chaotic evil
Advancement:By character class
Level Adjustment:+4
Negative Energy:3d10
Bloody Mary was the leader of a large orc band that raided the north many years ago. Her and her tribe’s habit of bathing in the blood of their enemies lead them to become the most hated and feared force on the roads. Eventually, a group of townsfolk hired an adventuring group to hunt them down and wipe them out. Only Mary escaped the final battle. She swore to find and destroy each and every adventurer and townsperson and bathe in their blood.



Ten years later, still hunting for several more adventurers; Bloody Mary grew desperate because her life was so much shorter than those whom she hunted (elves, dwarves, and humans). In a dream, Nethrancor offered her immortality through the Soul Weapon ritual so that her revenge could be complete. Bloody Mary jumped at the chance. She fulfilled her service in just 6 months (being destroyed fulfills the service) and then returned to her original plan of hunting down those who had massacred her tribe. Only two months later, she forgot her focused revenge and began indiscriminately killing any creature and bathing in its blood.

Bloody Mary is usually covered in a fresh layer of blood when encountered.

Bloody Mary speaks Common, Draconic, and Orc.

Weapon and Armor Proficiency:
Bloody Mary is proficient in all Simple and Martial weapons as well as the orc double axe; with Light and Medium armors; and with shields (excluding tower shield).

COMBAT

Bloody Mary prefers to start combat from afar with her composite longbow, while her undead followers close to the attack. She concentrates on one opponent at range to deal multiple instinces of bleeding damage to it. Closing on Bloody Mary is even more dangerous though, with her touch attack, greater rage, and martial proficiency.

Bleeding Wounds (Su):
Every successful hit by any weapon or touch attack of Bloody Mary deals +1hp bleeding damage for 10 rounds. Multiple hits stack. Bandaging stops the bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).

Damage Reduction (Su):
Bloody Mary’s undead body is especially tough, giving her damage reduction 15/bludgeoning and magic.

Fear Aura (Su):
Bloody Mary is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save DC 17 or be affected as though by a fear spell from a 14th level sorcerer. A creature that successfully saves cannot be affected again by Bloody Mary’s aura for 24 hours.

Immunities:
Bloody Mary has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Rage (Su):
4 times per day, Bloody Mary can go into a berserk rage. In a rage, Bloody Mary temporarily gains a +6 bonus to Strength (30 Str), and 2 bonus hp per HD (+28 hp), but she takes a –2 penalty to Armor Class. The hit points go away at the end of the rage when her Strength score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for 5 rounds. Bloody Mary may prematurely end her rage but only on her turn. At the end of the rage, Bloody Mary loses the rage modifiers and restrictions.
Bloody Mary can fly into a new rage as soon as her present rage ends and is not limited to only once per encounter. Entering a rage takes no time itself, but Bloody Mary can do it only during her action, not in response to someone else’s action. As undead, Bloody Mary is immune to fatigue and exhaustion.

Soul Draining (Su): At will, at night only, as a swift action Bloody Mary can activate the Soul Draining power of her soul weapon. This power affects one creature within 30 feet; Save: Fort DC 17 negates. When Bloody Mary has her soul weapon in hand, she can activate the soul weapon's soul draining ability on one target creature. While the weapon is draining, Bloody Mary cannot activate the soul draining ability again or use her undead squire ability, but the weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to Bloody Mary's soul weapon until Bloody Mary or the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if Bloody Mary is disarmed; the weapon continues its draining. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Bloody Mary, death of the victim, or destruction of the weapon.

Bloody Mary gains 2d10 negative energy when a victim dies from soul draining. She can choose to spend each 1d10 of this energy as a swift action to either heal herself or deal extra damage on her next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Bloody Mary has 3d10 negative energy stored in her soul weapon when encountered.

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Turn Resistance (Ex):
Bloody Mary has +4 turn resistance (Turn as if 18HD).

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Bloody Mary can call upon the dark powers that gave her the gift of undeath to imbue the soul weapon with power word undeath as a 14th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].

Unholy Agility (Su):
Bloody Mary's soul weapon infuses her with the ability to move out of the way of most blows. Bloody Mary gains her Dexterity modifier (+4) as a bonus to each Hit Die (+56 hp) as long as she has her weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if she has less than that amount of hp left. If disarmed, Bloody Mary is an easier kill and disarming can even destroy her if she were already damaged enough.

Skills:
Bloody Mary gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks.

Equipment:
+3 breastplate (soul armor): exquisitely crafted and embellished breast plate with a stylistic roaring lion’s head engraved into the breastplate; +3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures:mithral blades and oak handle with draconic runes running along the blade edges that spell out: “Headcleaver” in Draconic; +2 Ring of Protection: gold ring set with diamond; +3 amulet of natural armor: gold hawk pendant; +2 composite longbow: layered white ash and gorgon horn bow, woven dryad hair string.
 
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ElectricDragon

Explorer
“The Black Knight”
SOULLESS KNIGHT
MALE HUMAN

9TH LEVEL (FALLEN) PALADIN/7TH LEVEL BLACKGUARD
Medium Undead (Augmented Humanoid: Human)
Hit Dice:16d12+48 (152 hp/104 hp without soul weapon)
Initiative:+7 (+3 Dex, feat +4)
Speed:20 ft. (4 squares)
Armor Class:31 (+1 Dex , +12 armor, +6 natural, +2 deflection), 13 touch , 30 flat-footed
Base Attack/Grapple:+16/+18
Attack:+3 bastard sword (soul weapon) +23 melee 1d10+6 (17-20/x2) or claw +19 melee 1d10+2 plus disease (20/x2) or touch attack +19 melee touch 1d8+5 (20/x2) or masterwork composite longbow [Str 14] +20 ranged 1d8+2 (20/x3)
Full Attack:+3 bastard sword (soul weapon) +23/+18/+13 1d10+6 (17-20/x2) or +3 bastard sword (soul weapon) +19/+14/+9 melee 1d10+6 (17-20/x2) and touch attack +15 melee touch 1d8+5 (20/x2) or +3 bastard sword (soul weapon) +19/+14/+9 melee 1d10+6 (17-20/x2) and claw +15 melee 1d10+1 plus disease (20/x2) or touch attack +19 melee touch 1d8+5 (20/x2) or masterwork composite longbow [Str 14] +19/+14/+9 ranged 1d8+2 (20/x3)
Space/Reach:5 ft./5 ft.
Special Attacks:Fear aura, bleeding wounds, command undead, smite good 5/day (+2 +7), sneak attack +3d6, soul draining, unholy squire
Special Qualities:Low-light vision, DR 15/bludgeoning and magic, immortality, immunities, turn resistance +4, unholy agility
Saves:Fort +11, Ref +8, Will +7
Abilities:Str 17, Dex 16, Con —, Int 10, Wis 14, Cha 15
Skills:Climb +6, Concentration +12, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Hide +3, Jump +0, Knowledge (religion)+5, Listen +10, Ride +6, Search +8, Spot +10, Swim +1
Feats:Exotic Weapon Proficiency (bastard sword), Extra Turning, Improved Critical (bastard sword), Improved Initiative, Improved Turning, Weapon Focus (bastard sword)
Environment:Underground
Organization:Solitary or company (soulless knight, skeletal companion, 5 ritual zombies, fiendish heavy warhorse, and 5 ghouls) and possibly 2-3 ghasts
Challenge Rating:18
Treasure:Demon armor (soul armor); +3 bastard sword (soul weapon) +5 vs. magic-using or enchanted creatures; ring of protection +2; cloak of resistance +2; amulet of natural armor +1
Alignment:Lawful evil
Advancement:By character class
Level Adjustment:+4
Negative Energy9d10


“None shall pass. Tis but a scratch. I’ve had worse.”
the black knight; Monty Python and the Holy Grail.

The Black Knight started out his career as a loyal paladin of his church. His name and the church are both lost to the ages; not even The Black Knight remembers those details. His lifelong companion was imprisoned for a crime she didn’t commit, but before the paladin could find evidence of her innocence; she was executed. The paladin appealed to his church to bring her back to life; but they refused to raise a convicted felon from the grave. Though he had spent most of his life in service to his church; he spurned what the religion stood for and broke his vows. He hired a sorcerer to summon a minor devil so that he could become a blackguard. He declared open war on everyone involved in this miscarriage of justice: those that condemned her, those that imprisoned her, whoever had perpetrated the crime, and the executioner, as well as those that gave succor to anyone involved with the trial.

Several years of hunting down every last creature brought him to the Royal Prosecutor. Finding a copy of the Soul Weapon ritual among the papers that proved his companion’s innocence drove him over the edge enough that he gathered the ingredients and performed the ritual to become a soulless knight.

That was nearly 700 years ago, and The Black Knight no longer even remembers being human.
The Black Knight dresses in his black demonic-looking soul armor.
The Black Knight speaks Common and Draconic.

Weapon and Armor Proficiency: The Black Knight is proficient in all Simple and Martial weapons, with all armors (Light, Medium, and Heavy); and with shields (excluding tower shield).

COMBAT

The Black Knight prefers to start combat at range with his spells and bow, while his servant and undead followers (commanded undead, undead controlled by power word undeath effect, and his undead companion) charge to attack. He is just as dangerous in melee. He is usually accompanied by 2-3 ghasts that he has commanded with either his command undead ability or his undead squire ability.

Aura of Despair (Su):
The Black Knight radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws

Aura of Evil (Ex):
The power of The Black Knight’s aura of evil is equal to his class level (7th).

Bleeding Wounds (Su): Every successful hit by any weapon or touch attack of The Black Knight deals +1hp bleeding damage for 10 rounds. Multiple hits stack. Bandaging stops the bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).

Command Undead (Su):
The Black Knight has the ability to command and rebuke undead. He commands undead as would a cleric of two levels lower (5th level).

Damage Reduction (Su):
The Black Knight’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic.

Dark Blessing (Su):
The Black Knight applies his Charisma modifier (+2) as a bonus on all saving throws.

Detect Good (Sp):
At will, The Black Knight can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Fear Aura (Su):
The Black Knight is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save DC 20 or be affected as though by a fear spell from a 16th level sorcerer. A creature that successfully saves cannot be affected again by The Black Knight’s aura for 24 hours.

Fiendish Summoning:
Once per day, The Black Knight can use summon monster I to call forth an evil creature as a 14th level caster.

Immunities:
The Black Knight has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Lay on Hands (Su):
Once per day The Black Knight can use this ability to heal himself, his undead followers, or his undead companion of 32 hp. This is negative energy, but it cannot be used for damaging living creatures.

Poison Use: The Black Knight is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. As undead, The Black Knight is now immune to poisons. The Black Knight usually carries 5 doses of deathblade poison (injury, Fort DC 20, 1d6 Con/2d6 Con) and poisons his soul weapon or arrows before combat if time permits.

Smite Good (Su):
Five times per day, The Black Knight may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (+2) to his attack roll and deals 1 extra point of damage per class level (+7). If The Black Knight accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Sneak Attack (Ex):
The Black Knight deals +3d6 damage on a successful sneak attack.

Soul Draining (Su):
At will, at night only, as a swift action The Black Knight can activate the Soul Draining power of his soul weapon. This power affects one creature within 30 feet; a successful Fort save DC 20 negates. When The Black Knight has his soul weapon in hand, he can activate the soul weapon's soul draining ability on one target creature. Soul draining can only be attempted at night or underground. While the weapon is draining, The Black Knight cannot activate the soul draining ability again or use his undead squire ability, but the weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to The Black Knight's soul weapon until The Black Knight or the target creature dies, the soul weapon is destroyed or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if The Black Knight is disarmed; the weapon continues draining. Soul draining damage means the victim takes one point of Constitution damage each round until the effect ends due to the death of The Black Knight, the death of the victim, or the destruction of the soul weapon.

The Black Knight gains 2d10 negative energy when a victim dies from soul draining. He can choose to spend each 1d10 of this energy as a swift action to either heal himself or deal extra damage on his next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. The Black Knight has 9d10 negative energy stored in his soul weapon when encountered.

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Spells:
The Black Knight can cast several spells per day as a 7th level caster.
Spells/Level: 3/2/1. Spells usually memorized:
1st: corrupt weapon, doom, summon monster I (evil creatures only)
2nd: eagle’s splendor, summon monster II (evil creatures only)
3rd: deeper darkness

Turn Resistance (Ex):
The Black Knight has +4 turn resistance (turn as if 20HD).

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the soul weapon is not draining some creature, The Black Knight can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with power word undeath as a 16th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].

Unholy Agility (Su):
The Black Knight's soul weapon infuses him with the ability to move out of the way of most blows. The Black Knight gains his Dexterity modifier (+3) as a bonus to each Hit Die (+48 hp) as long as he has his weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if he has less than that amount of hp left. If disarmed, The Black Knight is an easier kill and disarming can even destroy him if he was already damaged enough.

Skills:
The Black Knight gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks.

Equipment:
Demon armor (soul armor): blackened, demonic-looking full plate armor with horns on helmet and clawed gauntlets; +3 bastard sword (soul weapon) +5 vs. magic-using or enchanted creatures: adamantine bastard sword with a large star ruby set at the end of the pommel, the blade has etched runes that spell out in Draconic: Justice; +2 ring of protection:plain bronze band; +2 cloak of resistance: full-length black silk cloak; +1 amulet of natural armor: dragonhide dragon emblem on a silver chain.

UNDEAD COMPANION
“Jeeves”
Human Warrior Skeleton
Medium Undead
Hit Dice:7d12 (45)
Initiative:+7 (Dex +3, feat +4)
Speed:30 ft. (6 squares)
Armor Class:22 (+3 Dex, +7 natural, +2 heavy steel shield), 13 touch , 19 flat-footed
Base Attack/Grapple:+3/+6
Attack:Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or claw +6 melee (1d4+3)
Full Attack:Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or 2 claws +6 melee (1d4+3)
Space/Reach:5 ft./5 ft.
Special Attacks:
Special Qualities:Blood bond; DR 5/bludgeoning; darkvision 60 ft.; empathic link; immunity to cold; immune to rebuking and turning; improved evasion; share saving throws; share spells; speak with blackguard; undead traits
Saves:Fort +13, Ref +10, Will +7
Abilities:Str 16, Dex 17, Con —, Int 8, Wis 10, Cha 1
Feats:Improved Initiative
Environment:Any
Organization:Company (soulless knight, skeletal companion, fiendish horse, 5 ritual zombies, and 5 ghouls)
Challenge Rating:2
Treasure:None
Alignment:Neutral Evil
Advancement:
Sometimes, The Black Knight sends Jeeves out on a scouting mission. This enables him to look for likely candidates for death in more than one direction at a time. Using Mr. Edd, he can quickly catch up to Jeeves if needed. In such a case, Jeeves takes 10 minutes to reach The Black Knight, but it only take the Knight and warhorse 5 minutes to reach Jeeves.

COMBAT
Jeeves prefers melee combat and will close as fast as possible to melee range without need for orders.

Equipment: Masterwork long sword, heavy steel shield

Empathic Link (Su):
The Black Knight has an empathic link with Jeeves out to a distance of up to 1 mile. The Black Knight cannot see through Jeeves’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between Jeeves and The Black Knight, The Black Knight has the same connection to a place or an item that Jeeves does.

Improved Evasion (Ex):
If Jeeves is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws:
For each of its saving throws, Jeeves uses either its own base save bonus or The Black Knight’s, whichever is higher. Jeeves applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that The Black Knight might have.

Share Spells:
At The Black Knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Jeeves. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting Jeeves if it moves farther than 5 feet away and will not affect the companion again even if Jeeves returns to The Black Knight before the duration expires. Additionally, The Black Knight may cast a spell with a target of “You” on Jeeves (as a touch range spell) instead of on himself. The Black Knight and Jeeves can share spells even if the spells normally do not affect creatures of the companion’s type (undead).

Speak with The Black Knight (Ex):
The Black Knight and Jeeves can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex):
Jeeves gains a +2 bonus on all attack rolls, checks, and saves if it witnesses The Black Knight being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.



FIENDISH SERVANT
“Mr. Edd”
Fiendish Heavy Warhorse
Large Magical Beast (Extraplanar)
Hit Dice:10d10+20 (67 hp)
Initiative:+5
Speed:50 ft. (10 squares)
Armor Class:18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:+10/+18
Attack:Hoof +13 melee (1d6+4)
Full Attack:2 hooves +13 melee (1d6+4) and bite +8 melee (1d4+2)
Space/Reach:10 ft./5 ft.
Special Attacks:Smite good 1/day (+10 damage)
Special Qualities:Blood bond, darkvision 60 ft., DR 5/magic, empathic link, improved evasion, low-light vision, resistance to cold 10, resistance to fire 10, scent, share saving throws, share spells, speak with The Black Knight, SR 15
Saves:Fort +14, Ref +8, Will +6
Abilities:Str 18, Dex 13, Con 17, Int 8, Wis 13, Cha 6
Skills:Listen +9, Spot +8
Feats:Alertness, Endurance, Improved Initiative, Run
Environment:Hades
Organization:Company (soulless knight, skeletal companion, fiendish heavy warhorse, 5 ritual zombies, and 5 ghouls)
Challenge Rating:6
Alignment: Neutral evil
Advancement:
Level Adjustment:+2
These magical beasts are similar to heavy horses but are from the lower planes and are trained for strength and aggression. Mr. Edd snorts smoke and sparks fly from its hooves while running. Mr. Edd can fight while carrying a rider, but the rider cannot also attack unless he succeeds on a Ride check.

Mr. Edd has a solid black coat and red eyes that glow in the darkness.

COMBAT

The Black Knight’s fiendish servant is loyal and quick to attack living creatures. Upon sensing a living creature, it closes to melee range (at a run if necessary) without the need for orders.

Empathic Link (Su):
The Black Knight has an empathic link with Mr. Edd out to a distance of up to 1 mile. The Black Knight cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between Mr. Edd and The Black Knight, The Black Knight has the same connection to a place or an item that Mr. Edd does.

Improved Evasion (Ex):
If Mr. Edd is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws:
For each of its saving throws, Mr. Edd uses either its own base save bonus or The Black Knight’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that The Black Knight might have.

Share Spells:
At The Black Knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Mr. Edd. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting Mr. Edd if it moves farther than 5 feet away and will not affect the servant again even if it returns to The Black Knight before the duration expires. Additionally, The Black Knight may cast a spell with a target of “You” on Mr. Edd (as a touch range spell) instead of on himself. The Black Knight and Mr. Edd can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Speak with The Black Knight (Ex):
The Black Knight and Mr. Edd can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex):
Mr. Edd gains a +2 bonus on all attack rolls, checks, and saves if it witnesses The Black Knight being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.

Carrying Capacity:
A light load for Mr. Edd is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. Mr. Edd can drag 4,500 pounds.
 

ElectricDragon

Explorer
Spirits of the night are shadowy evil spirits that usually live in out-of-the-way places. Most spirits of the night reside near the area where they were created, but this is not a requirement and these infernal spirits can be found nearly anywhere that is isolated. The spirits of the night were first recorded after a lich called the Keeper started his studies into the creation of the Veil of Shadows.

Seventy-eight years later when the Keeper finally fell, his followers continued his research and even began gathering the components for the construction of the artifact. Upon the Keeper’s return nearly a century later, in the body of a dead dragon, after the Great Conjunction, the Keeper finished the arcane construct and began to implement its powers across the known world to create his own empire, an empire of night.

Sages call this time the “Age of Shadows” because of all the shadowy creatures that made their first recorded appearances then. Erevann, a somewhat infamous bard, insists that the artifact created by the Keeper and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures (spirits of the night, shadow mastiffs, shadows, greater shadows, and shadow spies).

Thankfully, these spirits are rare because they are almost always mistaken for their lesser kin: Knowledge (religion) DC 15 + HD to know the difference (not an action).

Spirit of the Night

Medium Undead (Evil, Incorporeal)
Hit Dice: 8d12+3 (55 hp)
Initiative: +2 (Dex)
Speed: Fly 30 ft (perfect)
Armor Class: 15 (+3 deflection, +2 Dex)
Base Attack/Grapple: +4/-
Attack: Incorporeal touch +7 melee (1d4 plus energy drain) and shadow glance +6 ranged touch (death)
Full Attack: Incorporeal touch +7 melee touch (1d4 plus energy drain) and shadow glance +6 ranged touch (death)
Space/Reach: 5 ft./5 ft.
Special Attacks: Incorporeal touch, shadow glance
Special Qualities: Command immunity, daylight vulnerability, DR 5/good, incorporeal, spell resistance 15, turn resistance +2, undead traits, unnatural aura
Saves: Fort +2, Ref +4, Will +6
Abilities: Str —, Dex 14, Con —, Int 11, Wis 10, Cha 17
Skills: Listen +11, Hide +13*, Search +11, Spot +11
Feats: Ability Focus (shadow glance), Toughness, Weapon Focus (incorporeal touch)
Environment: Any uncivilized or underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always evil, often chaotic
Advancement: 9-16 HD (Medium), 17-24 HD (Large)

The spirit of the night appears as a dark humanoid-shaped shadow much like a normal shadow. It can easily be mistaken for one of them. Knowledge (religion) DC 15+HD or only when the spirit of the night begins attacking is the difference apparent.
Spirits of the night are territorial creatures, and usually only reside where they were created; though they have been known to change their hunting grounds for unexplained reasons.

Since the spirit of the night is incorporeal; it is weightless.

The spirits of the night speak no languages, but they can understand Common and Draconic.

COMBAT

Spirits of the night hate all things living and immediately attack without hesitation, anything that comes within 50 feet of them. These creatures never retreat or surrender. Tactics are usually basic frontal attacks, but some have been known to set up ambushes of travelers through their territory, or use the hit and run tactics of normal shadows.
Spirits of the night follow no orders and cannot be commanded.

Command Immunity (Su):
All spirits of the night are immune to the commanding abilities of evil clerics. A spirit of the night that would normally be commanded is instead rebuked. Spirits of the night are affected normally by bolstering, destroying, rebuking, and turning abilities.

DR 5/Good:
It takes a holy or good-aligned weapon to bypass the spirit of the night's DR.

Daylight Vulnerability (Ex):
Natural daylight burns away a spirit of the night in one round, leaving nothing behind. The spell daylight ignores SR and halves the spirit of the night's movement; but has no other effects. Only while the spirit of the night is in the radius of the spell is its movement halved. Sunburst counts as natural daylight.

Shadow Glance (Su):
Once per round as a swift action, a spirit of the night may focus its gaze upon any one creature. This requires a ranged touch attack versus any living creature within 15 feet. Creatures hit must make a Fortitude save DC 10 + ½ HD + Cha modifier or die. For each such creature destroyed by the shadow glance, the spirit of the night gains 15 temporary hit points. These temporary hit points only last for 1 minute as the spirit of the night devours the soul it has acquired. This ability has the [death] descriptor.

Incorporeal Touch (Su):
A spirit of the night’s incorporeal touch deals 1d4 damage plus energy drain. Living creatures hit by a spirit of the night's incorporeal touch attack must make a Fortitude save DC 10 + ½ HD + Cha modifier or gain one negative level. If failed, 24 hours later, a second save (same DC) removes the negative level or changes it to a lost level. For each such negative level bestowed; the spirit of the night gains 5 temporary hit points, these temporary hit points only last for 1 minute. Any creature reduced to 0 levels dies and rises again as a free-willed wight in 3 rounds unless blessed by spell or holy water.

Incorporeal:
A spirit of the night has no physical body and is immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.

Undead Traits:
The spirit of the night has darkvision out to 60 feet. It is immue to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. Resurrection and true resurrection can not affect spirits of the night: they were never truely alive; they are just spirits of the shadows.

Unnatural Aura (Su):
Animals, whether wild or domesticated, can sense the unnatural presence of a spirit of the night at a distance of 60 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Skills:
*Spirits of the night gain a +10 racial bonus to all hide checks when hiding in shadowy areas.
 
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ElectricDragon

Explorer
Zombie, Ritual
Medium Undead (Evil)
Hit Dice: 6d12 (39 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +6 natural, +2 armor) Touch 12 Flatfooted 18
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee 1d4+2 (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2)
Full Attack: 2 Claws +5 melee 1d4+2 (20/x2) and bite +3 melee 1d6+1 plus disease (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2)
Space/Reach: 5 ft/5 ft.
Special Attacks: Disease, Grab
Special Qualities: Darkvision 120 feet, destruction immunity, DR 5/good, SR 11, turn resistance +4, undead traits
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 15, Dex 14, Con —, Int 3, Wis 10, Cha 1
Skills: Climb +5, Jump +9, Swim +5
Feats: Improved Initiative, Multiattack, Run
Environment: Any
Organization: Company (1-5 ritual zombies and 1 soulless knight)
Challenge Rating:
Equipment:
Leather armor, crossbow, bolt case w/20 bolts
Alignment: Neutral evil
Advancement: None

Ritual zombies are completely loyal to their creator unto destruction. Ritual zombies are faster than normal zombies, scarily so, and attack all living things within charging distance or use the run action to close if the nearest living creature is further away. If ordered to, they will use their crossbows at range.

Ritual zombies retain the ability to use crossbows and wear leather armor, but lose all other previous feats, skills, and abilities. Ritual zombies are powered by a strong necromantic force that protects them from destruction from turning.

Ritual zombies cannot speak but understand Common and Draconic.

COMBAT
Ritual zombies either run to attack or charge to attack the closest living creature within sight. If ordered to, a ritual zombie will use its crossbow instead.

Disease (Ex):
If a ritual zombie successfully bites a creature; that creature must make a Fortitude save DC 10 + 1/2 HD + Dexterity Modifier or become diseased with red ache. [incubation period 3 days, then Fort DC 15 or take 1d6 Str damage each day. Two successful saves in a row fights off the disease.]

Destruction Immunity (Su):
A ritual zombie is immune to the destruction effect of the turn undead ability, successful destruction rolls are treated as if only turned. Turning, bolstering, rebuking, and commanding otherwise work normally.

Grab (Ex):
If a ritual zombie hits with both claws, it gains a +4 circumstance bonus to its bite attack roll.
 

ElectricDragon

Explorer
Personified Divine Power
Nethrancor has a tripod of intelligent artifacts he has created that he uses to help create new or more powerful allies. One is detailed elsewhere [Lich’s Crown]. The other two are described below. It is thought that Nethrancor invested a divine rank in each of these devices.

Tome of Darkness
It wasn't a shadow; it was the shadow of a book. How could that be possible? It had no substance and it was not a trick of the light: even if the light moved, the book-shadow did not. I moved closer to examine it and then the multitude of voices stunned me. Inside my mind, many voices, all calling out to me with vile plans and methods of acquiring the book for myself. The easiest idea revolved around killing my companions and using their moneys to buy a spell that would enable me to travel to the plane of shadows. Without a second thought, I turned and stabbed the priest...

A dark book seeped in evil and dedicated to shadow by the twin shadowy assassins, Twilight and Dusk. On the material plane this tome appears as nothing more than a slightly darker than normal shadow even in bright light. Extremely close inspection (within 10 feet) allows the curious to see that it is indeed a book lying open and there is an even darker writing in the book. But the book has no substance, it is literally a shadow.

Owning the book requires either the use of the ghost touch gloves the recipe of which is found on the page to which the book is always open when found; or the ability to manipulate shadows (like a shadowy assassin) or incorporeal objects.

Once ownership is acquired, the spells and rituals become known to the owner without need to reference anything.
Spell-like abilities: Standard action to activate any Spell 1/day each, save DCs = 10 + owner’s Charisma modifier + spell level. Possession and the ability to move the book is required to gain the ability to cast the following spells as spell-like abilities. Also each of these spells becomes a known spell without taking up any known spell slots. There is no need to reference any book in order to memorize or cast these spells.

armor of darkness, blacklight, create bone mage, create greater undead, darkness, dark prayer, deeper darkness, greater shadow conjuration, greater shadow evocation, shades, shadow conjuration, shadow evocation, shadow walk, summon monster V (shadows only).

The tome also contains several of Nethrancor’s rituals as listed below.
Undead Creation Rituals: Sanctum Wraith, Sealed Shadow, Shadow Spy,

Magic Item Recipes/Rituals: ghost table, ghost touch gloves

Other Ritual: The Hollow Night



Tome of Darkness

Type:
Small Object
Wt.: 0 lbs.
Hardness: 23
Hit Points: 750

As an intelligent item, the Tome of Darkness has the following abilities:
Alignment: CE
Int 10, Wis 18, Cha 18, Ego 32
Communication: Telepathy (10-foot range)
Senses: Hearing: Listen +14 (10 ranks)
Skills: Bluff +14 (10 ranks), Intimidate +14 (10 ranks), Sense Motive +14 (10 ranks)
Saves: Fort +12, Ref +12, Will +7
Object: The tome is immune to acid, cold, and sonic energy. It takes half damage from fire and lightning. It is not subject to critical hits, nonlethal damage, ability drain, energy drain, fatigue, and exhaustion effects. It has immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is incorporeal and gains all the abilities associated with being intangible. It has a magical hardness of 23 that is subtracted from any damage dealt to it. It is totally immune to physical attacks, the only physical item that can affect it is ghost touch gloves described in the book. The tome happily imparts the recipe for making this magic item to anyone that gets within 10 feet of it. The other recipes and the spells only become available when the book is owned.


History: Under the direct tutelage of Nethrancor, Twilight and Dusk, twin humans, created this tome by first preparing it on the material plane. Starting with the finest illuminated vellum, they used fresh blood from their always full dungeons as ink and penned every shadow-theme spell they knew into the book, as well as the description of every undead creation ritual they knew. Finally, they added several magic item recipes to finish physical preparation of the book. Next, they summoned, bound, and imprisoned 13 shadow demons into the book; each demon successfully imprisoned bringing the book closer to the shadows, until with the 13th shadow demon, the book ceased to be a physical object. Finally, they performed the ritual of the Hollow Night and bound the book to themselves and the shadows by making it into their Shadow Blade, the container for their life forces, through a special Sealed Shadow ritual taught to them by Nethrancor personally.
A bronze dragon, appropriately named Dawn, killed and ate the twins, destroying them and somehow consuming the tome/Shadow Blade. The tome survived but the life forces it contained did not, so as a shadowy Shadow Blade it did not work properly, unless that was Nethrancor’s plan. Although it has been 10 or so centuries since Twilight and Dusk last plagued our world; it is believed that if the twins ever do come back, it will be through the machinations of this book somehow. Jergoth, a minor sage from the east, claims that Nethrancor misinformed the twins as to what they were actually building and secretly added his deific power to create this dark artifact which prevented it from working as they had hoped.
Personality: The intelligence of the book is demonic with all that implies. The book's goals are no less than a direct manifestation of the imprisoned shadow demons: free the shadow demons, thus destroying the book. The gibbering voices of the imprisoned demons fill the minds of anyone in range with multiple methods of "owning" the book, usually centering on killing, maiming, and torture rather than any direct method.
Powers: In order to gain the powers bestowed by this book, it is necessary to own it (i.e. have it in your physical possession). There are two obvious ways to do this. Be on the plane of shadows and grab the book or wear a pair of ghost touch gauntlets and grab it. Other ways are also possible. The demons in the book suggest convoluted methods that always involve evil acts, usually murder and theft.
To the owner, this book telepathically imparts a lot of information: all the rituals and all the magic item recipes become instinctively known without need of reference to anything as long as the book is owned. Loss of ownership of the book removes this information from memory.
Any spell in the book is considered a known spell for the owner. These spells do not count toward the maximum number of spells known. In addition, the owner can use each spell in the book 1/day as a spell-like ability with a caster level of 15, save DCs 13 + spell level.
Curse: 13 days. Each day the owner loses a bit of his substance, becoming dimmer and dimmer until he is literally a shadow of himself and after the 13th day of ownership, the owner dies, has no substance, and is forevermore a lemur bound inside the book (see ghost of the tome below). Wish spells have been known to cure the dimness but only before the fifth day. After that, only the gods can help. Ownership has to change to another person or the curse continues from the cleansing point as if starting over. The imprisoned demons need to collect 1,300 lemurs in order to free themselves. Only the shadow demons themselves know how many more lemurs are needed.
Suggested Means of Destruction
  • Free the shadow demons.
  • During the Great Conjunction, sacrifice 5 intelligent humanoids with an obsidian knife on a basalt altar when the moon is dark. Using the sacred texts in the book, summon Twilight and Dusk into the body of a sacrificial dragon. The book will then burn to shadowy ashes and flow into the dead dragon as it becomes the embodiment of The Death Father.
  • Throw it into the sun.
  • Using a pair of ghost touch gauntlets, carry the tome to the positive material plane. Wander that plane until lost, then discard the book.
  • Summon a shadow demon and give the book to it.

Ghost of the Tome

Those creatures unfortunate enough to own the book for 13 days become lemurs trapped in the book. Once 1300 lemurs are entrapped in the book the shadow demons are released and the book destroyed*. Once 500 are trapped inside the shadowy book, the ghost of the tome can manifest.


Each time there is a personality conflict between the book and its owner, there is a 10% chance the ghost of the tome will manifest as the still silent voice of reason amidst all the clatter of yammering shadow demon voices. The owner will, instead of normal artifact required actions, take one of the steps below in order.
1. Hire a cleric (or do it yourself) to cast blasphemy on the book.
2. Hire a cleric (or do it yourself) to cast chaos hammer on the book.
3. Hire a cleric (or do it yourself) to cast cloak of chaos on the book.
4. Hire a cleric (or do it yourself) to cast word of chaos on the book.
5. Hire a wizard/sorcerer or a cleric (or do it yourself) to cast wish/miracle on the book mimicking an 8th level darkness spell.
Once a step has been performed; that action is removed from the list for the owner and all future owners of the book.
If an owner finishes the fifth step, the Tome of Shadows explodes in a wave of darkness that washes over the world releasing the world from light (only Nethrancor really knows what this means).
 

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