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<blockquote data-quote="ElectricDragon" data-source="post: 7884372" data-attributes="member: 10778"><p>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 <em>Veil of Shadows</em>.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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).</p><p><strong> </strong></p><p><strong><span style="font-size: 26px">Spirit of the Night</span></strong></p><p><em>Medium Undead</em> (Evil, Incorporeal)</p><p><strong>Hit Dice:</strong> 8d12+3 (55 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> Fly 30 ft (perfect)</p><p><strong>Armor Class:</strong> 15 (+3 deflection, +2 Dex)</p><p><strong>Base Attack/Grapple:</strong> +4/-</p><p><strong>Attack:</strong> <em>Incorporeal touch</em> +7 melee (1d4 plus energy drain) and <em>shadow glance</em> +6 ranged touch (death)</p><p><strong>Full Attack:</strong> <em>Incorporeal touch</em> +7 melee touch (1d4 plus energy drain) and <em>shadow glance</em> +6 ranged touch (death)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> <em>Incorporeal touch</em>, <em>shadow glance</em></p><p><strong>Special Qualities:</strong> <em>Command immunity</em>, daylight vulnerability, DR 5/good, incorporeal, spell resistance 15, turn resistance +2, undead traits, <em>unnatural aura</em></p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +6</p><p><strong>Abilities:</strong> Str —, Dex 14, Con —, Int 11, Wis 10, Cha 17</p><p><strong>Skills:</strong> Listen +11, Hide +13*, Search +11, Spot +11</p><p><strong>Feats:</strong> Ability Focus (<em>shadow glance</em>), Toughness, Weapon Focus (<em>incorporeal touch</em>)</p><p><strong>Environment:</strong> Any uncivilized or underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always evil, often chaotic</p><p><strong>Advancement:</strong> 9-16 HD (Medium), 17-24 HD (Large)</p><p></p><p>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.</p><p>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.</p><p></p><p>Since the spirit of the night is incorporeal; it is weightless.</p><p></p><p>The spirits of the night speak no languages, but they can understand Common and Draconic.</p><p><strong> </strong></p><p><strong><span style="font-size: 22px">COMBAT</span></strong></p><p>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.</p><p>Spirits of the night follow no orders and cannot be commanded.</p><p><strong><em> </em></strong></p><p><strong><em>Command Immunity (Su):</em></strong> 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.</p><p><strong> </strong></p><p><strong>DR 5/Good:</strong> It takes a holy or good-aligned weapon to bypass the spirit of the night's DR.</p><p><strong> </strong></p><p><strong>Daylight Vulnerability (Ex): </strong>Natural daylight burns away a spirit of the night in one round, leaving nothing behind. The spell <em>daylight </em>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. <em>Sunburst</em> counts as natural daylight.</p><p><strong><em> </em></strong></p><p><strong><em>Shadow Glance (Su):</em></strong> 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.</p><p><strong><em> </em></strong></p><p><strong><em>Incorporeal Touch (Su):</em></strong> 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.</p><p><strong> </strong></p><p><strong>Incorporeal:</strong> 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.</p><p><strong> </strong></p><p><strong>Undead Traits:</strong> 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.</p><p><strong><em> </em></strong></p><p><strong><em>Unnatural Aura (Su):</em></strong> 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.</p><p><strong> </strong></p><p><strong>Skills:</strong> *Spirits of the night gain a +10 racial bonus to all hide checks when hiding in shadowy areas.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7884372, member: 10778"] 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 [I]Veil of Shadows[/I]. 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). [B] [SIZE=7]Spirit of the Night[/SIZE][/B] [I]Medium Undead[/I] (Evil, Incorporeal) [B]Hit Dice:[/B] 8d12+3 (55 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] Fly 30 ft (perfect) [B]Armor Class:[/B] 15 (+3 deflection, +2 Dex) [B]Base Attack/Grapple:[/B] +4/- [B]Attack:[/B] [I]Incorporeal touch[/I] +7 melee (1d4 plus energy drain) and [I]shadow glance[/I] +6 ranged touch (death) [B]Full Attack:[/B] [I]Incorporeal touch[/I] +7 melee touch (1d4 plus energy drain) and [I]shadow glance[/I] +6 ranged touch (death) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] [I]Incorporeal touch[/I], [I]shadow glance[/I] [B]Special Qualities:[/B] [I]Command immunity[/I], daylight vulnerability, DR 5/good, incorporeal, spell resistance 15, turn resistance +2, undead traits, [I]unnatural aura[/I] [B]Saves:[/B] Fort +2, Ref +4, Will +6 [B]Abilities:[/B] Str —, Dex 14, Con —, Int 11, Wis 10, Cha 17 [B]Skills:[/B] Listen +11, Hide +13*, Search +11, Spot +11 [B]Feats:[/B] Ability Focus ([I]shadow glance[/I]), Toughness, Weapon Focus ([I]incorporeal touch[/I]) [B]Environment:[/B] Any uncivilized or underground [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] None [B]Alignment:[/B] Always evil, often chaotic [B]Advancement:[/B] 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. [B] [SIZE=6]COMBAT[/SIZE][/B] 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. [B][I] Command Immunity (Su):[/I][/B] 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. [B] DR 5/Good:[/B] It takes a holy or good-aligned weapon to bypass the spirit of the night's DR. [B] Daylight Vulnerability (Ex): [/B]Natural daylight burns away a spirit of the night in one round, leaving nothing behind. The spell [I]daylight [/I]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. [I]Sunburst[/I] counts as natural daylight. [B][I] Shadow Glance (Su):[/I][/B] 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. [B][I] Incorporeal Touch (Su):[/I][/B] 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. [B] Incorporeal:[/B] 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. [B] Undead Traits:[/B] 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. [B][I] Unnatural Aura (Su):[/I][/B] 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. [B] Skills:[/B] *Spirits of the night gain a +10 racial bonus to all hide checks when hiding in shadowy areas. [/QUOTE]
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