Wherein I start seriously meddling with Ultima canon.
The shadowlords of Deception, Hate and Fear are the antithesis of the principles of Truth, Love and Courage. Each is a raw force of the subconscious, with only the faintest glimmerings of self-awareness. Just as the principles underlie the societies of humans and spirit folk, the the Underworld is the domain of these shadowlords.
What sort of society or moral code might be created by such forces? An interesting question....
Pellanistra, High Priestess of Astaroth, Shadowlord of Hate: male shadow spirit drd16; CR 16; Medium Monstrous Humanoid (spirit); HD 16d6+80 (144 hp); Init +5; Spd 30 ft; AC 26 (touch 18, flat-footed 21); BAB +12; Grap +17; Atk +22/+17/+12 melee (1d8+11/19–20 plus 1 Con, blade of grasping darkness); SA Spells, rebuke undead, spell-like abilities, smite good (+16 damage); SQ DR 10/—, SR 21, spirits’ favour, resistances, immunities, shadow spirit traits; AL LE; SV Fort +19, Ref +17, Will +25; Str 20, Dex 21, Con 20, Int 15, Wis 22, Cha 18.
Skills and Feats: Concentration +24, Knowledge (religion and philosophy) +20, Spell-craft +20, Combat Reflexes, Divine Might, Dodge, First Strike, Fortune’s Favour, Great Fortitude, Martial Weapon Proficiency (longsword), Mobility, Quick Draw, Quicken Spell, Spring Attack, Still Spell, Weapon Focus (longsword).
SA — Spell-Like Abilities: 3/day — shield.
SQ — Resistances (Ex): Acid, cold and electricity resistance 10.
SQ — Immunities (Ex): Fire and poison immunity.
Equipment: Blade of grasping darkness; +4 chain shirt of nimbleness; ring of resistance +3; ring of protection +3; boots of speed.
Spells Prepared (6/8/8/7/6/6/5/5/3, save DC = 16 + spell level): 0 — cure minor wounds, detect magic (x2), guidance, read magic (x2); 1st — cause fear*, cure light wounds (x3), detect good, divine favor*, shield of faith (x2); 2nd — blindsight, cure moderate wounds (x2), death knell*, rebuke (x2), resist energy, spiritual weapon*; 3rd — bestow curse, blindness/deafness, cure serious wounds, quickened divine favor* (x2), magic circle against good, remove curse; 4th — air walk, cure critical wounds, death ward (x2), divine power*, unholy blight; 5th — commune with greater spirit, ethereal jaunt, flame strike*, slay living (x2), teleport; 6th — blade barrier*, etherealness, greater dispel magic, harm, heal; 7th — blasphemy, quickened greater heroism*, stilled harm, mass cure serious wounds, quickened true seeing; 8th — power word stun*, summon nature’s ally VIII, unholy aura.
* denotes domain spell. Domains: Death, Hero, War.
Powerup Results (shield, quickened divine favor, divine power, quickened greater heroism, unholy aura, boots of speed): 176 hp; Spd 60 ft; AC 32 (touch 20, flat-footed 26); BAB +16; Grap +32; Atk +37/+37/+32/+27/+22 melee (1d8+18/19–20 plus 1 Con, blade of grasping darkness); SQ SR 25; SV Fort +24, Ref +23, Will +30; Str 22; Concentration +28, Spellcraft +24.
Blade of grasping darkness: When wielded by an evil creature, this +4 wounding longsword can be commanded to cast black tentacles as a standard action, 3 times per day. The tentacles never grapple the wielder of the sword.
Strong evocation; CL 15th; Craft Magic Arms and Armour, black tentacles, enervation; Price 100,315 gp; Cost 50,315 gp + 4000 XP.
Istolil, High Captain of Nosfentor, Shadowlord of Fear: male shadow spirit ftr4/ber12; CR 16; Large Monstrous Humanoid (spirit); HD 4d10+12d8+96 (204 hp); Init +4; Spd 50 ft (base 40 ft); AC 23 (touch 15, flat-footed 19); BAB +16; Grap +28; Atk +29/+24/+19/+14 melee (3d6+17/17–20, shadowreaver); S/R 10 ft/10 ft; SA Frenzy 4/day, greater frenzy, smite good (+16 damage); SQ DR 10/—, SR 21, uncanny dodge, improved uncanny dodge, resistances, immunities, shadow spirit traits; AL CE; SV Fort +22, Ref +13, Will +14 (+17 vs mind-influencing effects); Str 26, Dex 18, Con 23, Int 14, Wis 16, Cha 15.
Skills and Feats: Intimidate +20, Jump +25, Knowledge (war) +20, Listen +20, Spot +20, Cleave, Dodge, Fortune’s Favour, Iron Will, Mobility, Power Attack, Spring Attack, Still Mind, Weapon Focus (greatsword).
SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.
Equipment: Shadowreaver; +4 medium fortification chain shirt; ring of resistance +3; amulet of protection +2; boots of striding and springing.
Powerup Results (greater frenzy): AC 26 (touch 18, flat-footed 19); Grap +31; Atk +32/+27/+22/+17 melee (3d6+21/17–20, shadowreaver), or +30/+30/+25/+20/+15 melee (3d6+21/17–20, shadowreaver); SV Ref +16; Str 32.
Shadowreaver: This +5 keen greatsword has the power to size itself to fit its wielder, provided he or she is evil. In the hands of such a creature, shadowreaver grants its wielder a +1 luck bonus on all saving throws. Once per encounter, shadowreaver’s wielder gains the ability to make a full attack after a charge.
Strong evocation; CL 15th; Craft Magic Arms and Armour, aid, lion’s charge; Price 120,350 gp; Cost 60,350 gp + 4,800 XP.
Charinida, Scion of Faulinei, Shadowlord of Deception: female shadow spirit mag16; CR 16; Medium Monstrous Humanoid (spirit); HD 16d4+80 (128 hp); Init +9; Spd 30 ft, fly 30 ft (average); AC 24 (touch 19, flat-footed 19); BAB +8; Grap +11; Atk +11/+6 melee (1d6+4, staff of falsehoods); SA Spells, spell-like abilities, smite good (+16 damage); SQ DR 10/—, SR 21, resistances, shadow spirit traits; AL NE; SV Fort +14, Ref +14, Will +15; Str 16, Dex 20, Con 20, Int 15, Wis 13, Cha 22.
Skills and Feats: Concentration +25, Knowledge (planes and spirits) +20, Spellcraft +20, Fortune’s Favour, Great Fortitude, Heighten Spell, Improved Initiative, Indomitable, Spell Focus (Enchantment), Silent Spell, Still Spell, Quicken Spell.
Equipment: Staff of falsehoods; bracers of armour +5; ring of resistance +4; amulet of protection +3, boots of speed.
SA — Spell-Like Abilities: 3/day — protection from good.
SQ — Additional Movement (Ex): Fly 30 ft (average).
SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.
Spells Per Day (6/8/8/7/7/7/7/5/3, save DC = 16 + spell level, or 17 + spell level for Enchantment spells): 0 — arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, prestidigitation, read magic; 1st — magic missile, charm person, obscuring mist, scales of the serpent, shield, true strike; 2nd — acid arrow, blindsight, knock, scorching ray, see invisibility, speak to allies; 3rd — displacement, earthbolt, fireball, greater magic weapon, haste; 4th — charm monster, creeping darkness, dimension door, scrying, stoneskin; 5th — cone of cold, dominate person, hold monster, teleport, wall of force; 6th — greater dispel magic, greater heroism, summon monster VI, transfix; 7th — disintegrate, spell turning; 8th — meteor swarm.
Powerup Results (greater magic weapon, quickened shield, greater heroism, quickened displacement, spell turning, quickened scales of the serpent, boots of speed): 144 hp; Spd 60 ft; AC 34 (touch 20, flat-footed 28); Grap +16; Atk +20/+20/+15 melee (1d6+8, staff of falsehoods); SQ 50% miss chance; SV Fort +18, Ref +19, Will +19; Concentration +29, Spellcraft +24.
Staff of falsehoods: This black iron staff grants its wielder the following abilities:
• Charm person (1 charge)
• Disguise self (1 charge)
• Veil (2 charges)
• Dominate person (3 charges)
• Mass suggestion (4 charges)
Strong enchantment; CL 15th; Craft Staff, charm person, disguise self, veil, dominate person, mass suggestion; Price 75,000 gp.
Notes:
- Pellanistra, Charinida and Istolil are names of various drow from the G and D modules.
- Astaroth, Nosfentor and Faulinei are the actual names of the shadowlords. Technically they first appeared in Ultima 5, but what the hell.
- The item prices are eyeballed. I'm not going to pretend that setting these numbers is a precise science.
- Yes, they get DR /—, not /magic. These are SPECIAL.
- Meteor swarm is 8th level IMC, but costs 500 XP and 1,000 gp to cast. Dang rager ate one in the face, and came out almost physically unscathed.