Law's Eberron Monsters

law

First Post
Heres the first of my monsters that I have posted. The a good print vershon can be found at Morgrave Univeristy. I hope you like this creature.

Shavarath Mouther
Large Outsider (Chaotic, Extraplanar, Evil, Tanari’ri)

Hit Dice: 6d8+36 (57 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 17 (-1 Size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Bite +13 (3d6+12/18-20/x3)
Full Attack: Bite +13 (3d6+12/18-20/x3
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, Increased Damage, Rend fallen
Special Qualities: DR 5/good, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 15, summon tanar’ri, telepathy 100 ft.
Saves: Fort +11, Ref +7, Will +6
Abilities: Str 27, Dex 14, Con 22, Int 8, Wis 13, Cha 12
Skills: Bluff +11, Climb +16, Escape Artist +12, Intimidate +11, Jump +16, Listen +13, Spot +13
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite)
Environment: Shavarath
Organization: Solitary, pair, or gang (3-15)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Large), 13-18 (Huge)
Level Adjustment: -

A large ball looking creature, with blood red skin stands in front of you. You see its overly large mouth, and for small eyes. Its for stubby feet seam to carry it at a good pace as it comes toward you.

Common shock troops for the demon armies in the battle plane of Shavarath. This large demon loves to fight and eat its latest kill as it dies. Known to eat things that would take days for other things to eat in a few minutes or even a few seconds (like eating an elephant in a few minutes not a few days).

Combat
Shavarath mothers more so then there lesser kin love to tear their opponents in little peace’s and such don’t use much but there mouth in combat. There bit as been known to kill even after they have been killed. A Shavarath Mother can be summoned with a Summon Monster VI spell.
Augmented Critical (Ex): The Shavarath mouthers bite attack threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based.
Rend Fallen (Ex): An Shavarath mouther loves to tear into its downed foes. It automatically deals an additional 2d6+12 points of damage to any foe it drops with a melee attack.
Summon Tanar’ri (Sp): Once per day, an Shavarath mouther can attempt to summon another Shavarath mouther with a 60% chance of Success.
Increased Damage (Ex): Because of their sharp teeth, a Shavarath mouthers deal damage as if they were one size larger.
 
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Law's Ebberon Monster #2 (Karrnathi Battlemaster)

Karrnathi Battlemaster
Large Undead

Hit Dice: 15d12+45 (142 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 26 (+3 Dex, -1 size, +14 natural), touch 12, flat-footed 23
Base Attack/Grapple: +7/+23
Attack: Slam +19 melee (1d8+12 plus stun)
Full Attack: 2 Slams +19 melee (1d8+12 plus stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun
Special Qualities: Damage reduction 5/Adamantine, darkvision 60 ft., spiky defense, undead traits, unholy toughness
Saves: Fort +4, Ref +7, Will +11
Abilities: Str 34, Dex 17, Con -, Int 11, Wis 15, Cha 14
Skills: Climb +30, Intimidate +20, Jump +30, Spot +20
Feats: Ability Focus (Stun), Awesome Blow, Improved Bull Rush, Improved Natural Attack (Slam), Improved Toughness *, Power Attack (B), Weapon Focus (Slam)
Environment: Any
Organization: Any
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: -

A large zombie covered in a thick layer of spiked stone moves toward you, its fists seem huge and ready to smash anything. The eyes of the thing seem to glow with a bright gold light and convey a feeling of death to you.

Created from slain karrnathi generals that have been incased in spiked stone armor. Then infused with an unbelievable amount of negative energy, then animated using an unholy ritual.

Not many of these undead have been made at most, about two dozen are known to have been made. Their power on the battlefield is noticeable from afar. These karrnathi undead are commonly seen leading troops into battle.

The knowledge on how to make these undead has been lost and is thought to be some place in the mornlands from one of the many battles that was fought there doing the war. The many failed tries to make more since the end of the war. Has instead ending up in creating a construct that has many of the same abilities but it lacks the many essential abilities that make the karrnathi battlemaster what it is.

Karrnathi battlemaster’s speak common.

Combat
Karrnathi battlemaster’s are keen strategist on the battlefield commanding their troops to flank, gang up on, and other such tactics.
Spiky Defense (Ex): A karrnathi battlemaster’s stony body is covered with small sharp spikes. A creature that hits a karrnathi battlemaster with a natural weapon or an unarmed attack takes 1d4 points of piercing damage.
Stun (Su): Whenever a karrnathi battlemaster hits with a slam attack, the opponent must succeed on a DC 21 Fortitude save or be stunned for 1d8 rounds. The save DC is Charisma-based and includes the bonus from Ability Focus.
Unholy Toughness (Ex): A karrnathi battlemaster gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.

*See Libris Mortis for this feat.
 
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Law's Ebberon Monster #3 (Karrnathi Elite Skeleton)

Heres the third one of my monsters. This is just a better skeleton fighter for karrnath. Hope you like it.

Karrnathi Elite Skeleton
Medium Undead

Hit Dice: 3d12+6 (25 hp)
Initiative: +4 (+2 Dex, +2 luck)
Speed: 20 ft. (4 squares) in breastplate; base 30 ft.
AC: 24 (+2 Dex, +4 natural, +2 deflection, +5 masterwork breastplate, +1 for Two-Weapon Defense feat), touch 14, flat-footed 19
Base Attack/Grapple: +2/+4
Attack: Masterwork Scimitar +5 melee (1d6+2/18-20)
Full Attack: Masterwork Scimitar +1 melee (1d8+2/18-20) and masterwork scimitar +1 melee (1d6+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning and magic, darkvision 60 ft., immunity to cold, undead traits, unholy toughness, unholy grace, unholy speed
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 15, Dex 15, Con -, Int 11, Wis 10, Cha 14
Skills: Climb +3, Jump +3, Listen +6, Search +4, Spot +6
Feats: Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Scimitar) (b)
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: -

A skeleton clad in a fine breastplate and clutching two finely crafted scimitars strides fearlessly into battle, a chill seams to come with it as it moves, its eyes glow s bright red and gleam with malice.

A Karrnathi elite skeleton looks like an ordinary karrnathis skeleton. However, it has been infused with unholy energies from the plane of Mabar to increase its speed and toughness.

Karrnathis elite skeletons are created from the remains of elite Karrnathis soldiers slain in battle on the night of a full moon. It is said that a grave hunter from the plane of Mabar has helped in the creation of these unholy troops.

Karrnathi elite skeletons speak Common in an airy dry whisper.

Combat
Unlike mindless skeletons, Karrnathis elite skeletons fight intelligently, using tactics such as flanking, aiding another, and fighting defensively. They fight fearlessly and relentlessly until destroyed.

Karrnathis elite skeleton archers carry a composite longbow (+2 Str bonus) in addition to their dual scimitars and have the Point Blank Shot feat instead of the Two-Weapon Defence feat (AC 23).
Unholy Toughness (Ex): A karrnathi elite skeleton gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Unholy Grace (Su): A karrnathi elite skeleton adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Unholy Speed (Su): A karrnathi elite skeleton adds its Charisma bonus as a luck bonus to its Initiative modifier.
 

Law's Ebberon Monster #4 (Karrnathi Elite Zombie)

Heres my fourth and last undead for a while (a long one).

Karrnathi Elite Zombie
Medium Undead

Hit Dice: 3d12+9 (28 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft. (4 squares) in half-plate; base 30 ft.
AC: 24 (+0 Dex, +4 natural, +2 deflection, +7 masterwork half-plate armor, +1 light shield), touch 12, flat-footed 21
Base Attack/Grapple: +2/+4
Attack: Masterwork longsword +7 melee (1d8+4/19-20)
Full Attack: Masterwork longsword +7 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy Power
Special Qualities: Damage reduction 5/slashing and magic, darkvision 60 ft., undead traits, unholy toughness, unholy grace
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 15, Dex 11 , Con -, Int 11, Wis 10, Cha 14
Skills: Climb +2, Jump –1, Listen +6, Search +4, Spot +6
Feats: Skill Focus (Climb) (b), Toughness, Weapon Focus (longsword)
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: -

A zombie clad in well-crafted half-plate lumbers toward you, brandishing a longsword. The soldier’s rotting flesh looks like it has been well preserved, and its dead eye sockets glare menacingly with a bright red glow.

A Karrnathi elite zombie looks like an ordinary karrnathi zombie. However, it has been infused with unholy energies from the plane of Mabar to increase its speed and toughness.

Karrnathi elite zombies are created from the remains of elite Karrnathis soldiers slain in battle on the night of a full moon. It is said that a grave hunter from the plane of Mabar has helped in the creation of these unholy troops.

Combat
Unlike mindless zombies, Karrnathi elite zombies fight intelligently, using tactics such as flanking, aiding another, and fighting defensively. They fight fearlessly and relentlessly until destroyed. Karrnathi elite zombies can run.

Karrnathi elite zombie archers carry a composite longbow (+2 Str bonus) in addition to their dual sword and shield and have the Point Blank Shot feat instead of the Weapon Focus (Longsword) feat.
Unholy Toughness (Ex): A karrnathi elite zombie gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Unholy Grace (Su): A karrnathi elite zombie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Unholy Power (Su): A karnnathi elite zombie adds its Charisma modifier as a luck bonus to its melee attack and damage roles.
 

Law's Ebberon Monster #5 (Ses'Rin)

Heres my 5th ebberon monster hope you like it. This one is not realy that nice and if it gets the jump on any PC they might not live very long.

Ses’Rin
Large Aberration (Fire, Psionic)

Hit Dice: 16d8+112 (184 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares) (60 ft. When psionically focused)
AC: 28 (+3 Dex, -1 size, +16 natural), touch 12, flat-footed 25
Base Attack/Grapple: +12/+23
Attack: +3 Psychokinetic* Burst Salamander Longspear** +23 melee (2d8+10 plus 1d4 plus 1d8 fire)
Full Attack: +3 Psychokinetic* Burst Salamander Longspear** +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Heat, Psi-like abilities
Special Qualities: Damage reduction 10/byeshk and magic, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity
Saves: Fort +12, Ref +8, Will +14
Abilities: Str 25, Dex 16, Con 25, Int 10, Wis 18, Cha 13
Skills: Climb +16, Concentration +21, Jump +16, Spot +13
Feats: Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear)
Environment: Underground
Organization: Solitary, cell (2-12), band (2-5 plus 2-12 Dolgaunt plus 3-15 chokers or 6-24 dolgrims), or company (7-12 plus 1 3rd-level ses’rin Psychic Warrior plus 14-24 dolgaunts and 40-90 dolgrims)
Challenge Rating: 17
Treasure: Double standard (nonflammables only) and +3 Psychokinetic* Burst Salamander Longspear**
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +7

You see a large deep green scaled lizard man with a large tail a Blue Ridge running from the top of its head to the tip of its tail. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air.

Creatures of fire and hate, the Ses’Rin look like a cross between a demon and a lizardman. They are strictly carnivorous creatures and seem to prefer elven and human flesh above everything else.

Ses’Rin are a recent addition, having just been released from an eon long stasis in the recently discovered underground complex of Rashen in the mournland. Their stasis was interrupted when a group of adventurers broke the seals of their chamber in the lower reaches of the complex.

None are left from the original group but subsequent expeditions have uncovered disturbing facts about the creatures and the complex itself. The lower reaches bear the mark of Illithid construction and the remnants of their chamber seals showed that they where made using psionics and not magic. If the translation of the Mindflayer’s scriptures is correct, the complex must have been an outpost of the ancient Daelkyr invasion and the Ses’Rin were bred to serve as elite troops or enforcers of their rule.

It seems that they were created from an extinct race of lizardmen with psionic potential and were subsequently crossbred with fire salamanders. How such a union was possible remains a mystery. It is certain that they proved to be uncontrollable and the few that the Daelkyr did managed to employ, they did so with the aid of psionic headgear that made them susceptible to the domination powers of there mindflayer servants.

Combat
The Ses’Rin will try to power up using all of its powers before it will go into for a strike. They hope to kill one of their targets in one hit if they can. They are in a sense a killing machine that will stop at nothing until every thing they want to kill is killed.
Heat (Ex): A ses’rin generates so much heat that its mere touch deal additional fire damage. Ses’rin’s metallic weapons also conduct this heat.
Psi-Like Abilities: At will—Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 20*), Psychofeedback, Weapon of Energy. Manifester level 16th. The save DCs are Wisdom-based.
*Includes augmentation for the ses’rin’s manifester level.
Hold Breath: A ses’rin can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Weapon Familiarity: Ses’rin treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon.

*See the Expanded Psionics handbook for this feat, weapon ability, ect..
**See Savage Species for this feat, special ability, ect..
***See the Eberron Campaign Setting for this feat, ability, ect..
 

Law's Ebberon Monster #6 (Eximus creature)

This time it is a template. It is nice every now and then to add something new to older monsters without changing them to much. This template does that well.

Eximus Clawfoot
Medium Animal

Hit Dice: 2d8+9 (18 HP)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Talons +5 melee (2d6+4)
Full Attack: Talons +5 melee (2d6+4) and 2 foreclaws +0 melee (1d4+2) and bite +0 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Fast healing 2, low-light vision, scent
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 19, Dex 19, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +13, Jump +21, Listen +10, Spot +10, Survival +10
Feats: Run, Improved Initiative (B), Improved Natural Attack (Talons) (B), Improved Natural Attack (foreclaws) (B), Improved Natural Attack (bite) (B), Toughness (B)
Environment: Warm forests
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This two-legged stark white lizard boasts teeth a toe claw that looks like a small sickle. It is no larger that a tall human, but looks like it could take down much larger prey.

These clawfoot dinosaurs where breed by the halflings of the Talenta Plains. Since they did not have the magic or know how to breed magebred animals they had to depend more on luck and getting the right dinosaurs to mate. They started the program at the beginning of the last war (just in case they needed it if the war came their way). Only now are the first of these better war mounts starting to show up in any large numbers. Still it is rare to find them as the first few of them have only started to work in the halfing armies.

They are rarely found in the wild as the traits that make an eximus claw foot are usually as rare as they are in any race.

Combat
They are always trained for war as that’s what they where breed for.
Skills: A clawfoot receives a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Carrying Capacity: A light load for an eximus clawfoot is up to 116 pounds; a medium load, 117-233 pounds; and a heavy load, 234-350 pounds. An eximus clawfoot can drag 1,750 pounds.

Creating an Eximus Creature
“Eximus” is an inherited template that can be added to any aberration, animal, elemental, humanoid, magical beast, monstrous humanoid, outsider, or giant (here after referred to as the base creature). It has all the base creature’s characteristics except as noted here.

Among the population of every kind of creature there are some specimens that are just slightly better then its fellows. Unlike the paragons of a creature’s type the eximus creature is not, the best of its kind it is just better then most of its kind. As eximus creatures are commonly a random improvement in the creature, but they are just as common as the result of a breading program to make a better warrior or creature. The changes might seam miner to some but to others, they are what the world can become.
Speed: The base creatures’ speed increases by 10 ft. on all movement types.
Special Attacks: An eximus creature’s special attacks, if any, all gain a +3 insight bonus, if applicable. For instance, an eximus creature might have a special attack that allows it to put its enemies to sleep if they fail a Will saving throw (DC 15); applying the bonus increases the DC to 18. Likewise, it might have a special ability that allows it to rend; in this case, the +3 insight bonus could be applied as a +3 bonus on damage. The +3 insight bonus may only be applied to a given special ability once.

One example of a special attack to which the +3 insight bonus would not apply is the dream haunting ability of the night hag (see the Monster Manual).
Special Qualities: An eximus creature retains all the special qualities of the base creature and gains one or more bonus supernatural abilities from the list below. The creature gains one ability; and gains another for every 5 Hit Dice it has. The creature can gain more abilities if it gains more Hit Dice.
* Acid Resistance: The creature gains acid resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum acid resistance 20).
* Cold Resistance: The creature gains cold resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum cold resistance 20).
* Electricity Resistance: The creature gains electricity resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum electricity resistance 20).
* Fast healing: The creature gains fast healing equal to its Hit Dice. This fast healing increases as the creature gains Hit Dice.
* Fire Resistance: The creature gains fire resistance equal to 3 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum fire resistance 20).
* Sonic Resistance: The creature gains sonic resistance equal to 1 plus its Hit Dice. This resistance increases as the creature gains Hit Dice (maximum sonic resistance 20).
* Spell resistance equals the eximus creature’s HD +3. If the creature already possesses spell resistance, use whichever is higher.
Abilities: +2 Str, +2 Con, +2 Dex
Feats: An Eximus creature gains the Improved Natural Attack feat for each of the creatures natural weapons, the Improved Initiative feat, and the eximus creature also gain the Toughness feat as bonus feats.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Up to 6 HD, as base creature +1; 7 HD to 15 HD, as base creature +2; 16+ HD, as base creature +3.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as base creature.
Advancement: Same as base creature.
Level Adjustment: +2
 

Law's Ebberon Monster #7 (Radiant Angel)

This time it is one for the good guys and not the evil people. Hope you like it.

Radiant Angel
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 14d8+56 (119 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), Fly 120 ft. (Good)
AC: 32 (+5 Dex, +17 natural), touch 15, flat-footed 27
Base Attack/Grapple: +14/+17
Attack: +3 Heavenly burst* longsword +21 melee (1d8+6/19-20)
Full Attack: +3 Heavenly burst* longsword +21/+16 melee (1d8+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/magic and evil, Darkvision 60 ft., Dispel Darkness, Halo of light, low-light vision, immunity to acid, cold, and petrifaction, protective aura, resistance to electricity 10 and fire 10, spell resistance 28, tongues, Radiant Healing, Reflect Spells
Saves: Fort +13 (+17 against poison), Ref +14, Will +11
Abilities: Str 16, Dex 20, Con 19, Int 13, Wis 11, Cha 19
Skills: Concentration +18, Craft or Knowledge (any three) +15, Diplomacy +17, Intimidate +17, Listen +14, Move Silently +19, Spot +14
Feats: Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (longsword)
Environment: Syrania (also in the City of Sharn)
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 12
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 15-20 HD (Medium); 21-42 (Large)
Level Adjustment: -

A beautiful, extremely tall, humanlike creature with long, feathery wings, with smooth gold skin that seams to glow out to sixty feat from the creature.

Radiant angels are the angels that go out and help make heroes of light on the material plane. Sent in the most dire of times in the world and on the continent of Khorvaire. They are known for there willingness to get into the fight on there own to save some person whom the angel thinks will help keep the world from falling into darkness.

They are a common site in the city of sharn. Many of these angels have made the city there home during the last war. They have determined that if the world heads into darkness this city will be a beacon of the light and good. Those that live in the city of sharn live in the higher levels of the city but will mostly hang to the lower levels to help the people that need it.

A radiant angel is about 7 feet tall and weighs about 260 pounds.

Randiant angels speak Syranian and Common.

Combat
A radiant angel is willing to go in and deal with evil on its own even if other people are not willing. It usually uses its spell-like abilities then closes into combat to hit them with their heavenly burst longsword until they give up or are gone for good.

A radiant angel’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-like Abilities: At will—detect evil, lantern light*, Light, Prismatic Spray, Radiant Shield*, Sunbeam (DC 21); 3/day—Plane Shift (DC 21). Caster level 14th. The save DCs are Charisma-based.
Dispel Darkness (Su): A radiant angel automatically dispels any darkness spell within 60 feet if its effective spell level is 7th or below.
Halo of Light (Su): At all times, a radiant angel is surrounded by a radiant glow that sheds bright light to a radius of 60 feet and shadowy illumination to 120 feet.
Radiant Healing (Su): Because of a radiant angel’s light affinity, any light spell that deals damage directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The radiant angel gets no saving throw against light effects.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate the radiant angel’s spell resistance are reflected back upon their caster.

*See the Book of Exalted Deeds for this
 

Law's Ebberon Monster #8 (Sharn Shadow Spider)

This times it is a small spider that call the city of sharn home. You always should watch the dark places in the lower levels. You could be this spiders next target.

Sharn Shadow Spider
Small Magical Beast

Hit Dice: 6d10+24 (57 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft., climb 20 ft.
AC: 18 (+5 Dex, +1 size, +2 natural), touch 16, flat-footed 13
Base Attack/Grapple: +6/+2
Attack: Bite +12 1d4 plus paralysis plus poison
Full Attack: Bite +12 1d4 plus paralysis plus poison
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, Poison
Special Qualities: Darkvision 60 ft., DR 5/magic, low-light vision, Shadow Blend, Shadow Walk, SR 17
Saves: Fort +9, Ref +10, Will +4
Abilities: Str 11, Dex 21, Con 18, Int 5, Wis 14, Cha 10
Skills: Climb +5, Hide +13*
Feats: Ability Focus (Paralysis), Ability Focus (Poison), Improved Initiative, Weapon Finesse (B)
Environment: City of Sharn
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-12 HD (Small), 13-18 HD (Medium)
Level Adjustment: -

This creature resembles a small monstrous spider, except with longer legs, a larger head and stark black markings with gray high lights over the legs and back. Its eight eyes are golden-white.

Sharn shadow spiders have always been in the city of sharn as far as people know. The fact that they only live in this one city kind of sets them as a spider that lives in such a place. Its not known when they came to be, but scalars have recordings of these spiders from the time when humans started building up the city of sharn into its current form.

The sharn shadow spider is a cunning ambush hunter using the large amount of shadows that are in the lower parts of the city of sharn to hide. They don’t commonly live in the higher parts of the city from lack of large shadows, so many of the people don’t even know that these spiders live in there city as they move from level to level. Little do they know that they could be the next meal for this small dog-sized spider.

Every now and then, someone will go missing usually in the lower city so no one notices that one person is no longer there. Every now and then, someone with a big name goes down to the lower city and falls victim to the spider. When such a thing happens the city guard offers a good amount of money to people that are willing to hunt the spiders (if the city guard know it was a sharn shadow spider that killed the person).

Sharn shadow spiders can understand Common and Goblin.

Combat
Sharn shadow spiders attack with there bite attack. Commonly attacking one target at a time in hopes of killing it then running up the walls or jumping to the plane of shadow for the meal it earned before it is killed.
Paralysis (Ex): A sharn shadow spider’s teeth are coated with a clear paralyzing fluid. Any creature hit by its bite attack must make a successful Fortitude save (DC 19) or be paralyzed for 3 rounds. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Poison (Ex): Injury, Fortitude DC 19, initial damage and secondary damage 1d3 Dex. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Shadow Blend (Su): In any condition of illumination other than full daylight, a sharn shadow spider can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Shadow Walk (Sp): At will, a sharn shadow spider can use shadow walk (caster level 5th; Will save DC 17, the save DC is Charisma based).
Skills: *A sharn shadow spider gets a +20 circumstance bonus on Hide checks when in shadows.
 
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