D&D 3E/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.
 

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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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