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<blockquote data-quote="Joshua Randall" data-source="post: 3357630" data-attributes="member: 7737"><p>Here are the null shadows. I think it's ok to post them here, given that they are <a href="http://stevenac.net/sagiro/sagiroX1.pdf" target="_blank">freely available on the web</a> anyway.</p><p>[sblock=Greater Null Shadow]</p><p>GREATER NULL SHADOW</p><p>Medium-Size Aberration</p><p>Hit Dice: 3d8+3 (16 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft.</p><p>AC: 16 (+3 Dex, +3 natural)</p><p>Attacks: touch +5 melee</p><p>Damage: special; see below</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Spell removal, magic disruption</p><p>Special Qualities: Absolute immunity to magic, shadow travel, </p><p>unease, arcane attraction</p><p>Saving Throws: Fort +1, Reflex +1, Will +3</p><p>Abilities: Str 11, Dex 16, Con 10, Int 7, Wis 10, Cha 11</p><p>Skills and Feats: Weapon Finesse (arms)</p><p></p><p>Greater null shadows are humanoid-shaped masses of thick black </p><p>vapors, created by foul magics and unholy rituals. They will attack </p><p>anyone designated by their creators, or follow simple instructions.</p><p></p><p>COMBAT</p><p>Greater null shadows have only melee touch attacks, so they </p><p>seek to swarm around their foes, delivering damaging touch </p><p>attacks with their flailing arms. The damage they deal depends </p><p>on the character class of the target. Arcane spellcasters take</p><p>2d8 points of damage. Divine spellcasters take 1d10. </p><p>Non-spellcasters take 1d6.</p><p></p><p>Spell Removal (Su): In any round in which an arcane or </p><p>divine spellcaster takes damage from a greater null shadow, he </p><p>must make a Fortitude save (DC 15). Failure means the target </p><p>loses one prepared spell of the highest level remaining (if there </p><p>is more than one spell, choose randomly among them).</p><p></p><p>Magic Disruption (Su): Any magic item that comes into </p><p>contact with a greater null shadow may (DM’s discretion) </p><p>become unstable thereafter. Any time a character uses a magic</p><p>item touched by a null shadow, they must roll a d20 (the attack </p><p>roll for magic weapons counts as this roll). A result of 1 causes </p><p>some disastrous result at the discretion of the DM (a flaming </p><p>weapon may set its wielder on fire; a ring of invisibility may </p><p>cause the user to glow bright orange for an hour; a wand of </p><p>fireballs may use up five charges in one use, etc.). The DM may </p><p>decide to make a permanent change to a magic item as a result </p><p>of contact with a null shadow.</p><p></p><p>Magic Immunity (Su): A greater null shadow is unaffected </p><p>by magic in any way, form, or application. This means they will </p><p>even ignore magical deflection bonuses to a target’s AC (gener-</p><p>ally, a foe will get only their Dex bonus and cover bonuses to </p><p>AC against them). They are unaffected by all spells and spell-</p><p>like effects, and cannot be harmed by magic weapons. As such, </p><p>only physical non-magic weapons can harm them. They can </p><p>pass through any magical barrier (even a wall of force).</p><p></p><p>Shadow Travel (Su): A greater null shadow typically walks </p><p>the demiplane of Shadow, hovering on the edge of the Prime </p><p>Material plane. They can emerge into the Prime through any </p><p>shadow as a free action.</p><p></p><p>Arcane Attraction (Su): Greater null shadows will typically </p><p>fight to the death, attacking every round if possible. If there is a </p><p>choice of targets, they will always target arcane spellcasters if </p><p>possible. If none are available, they will target divine spell-</p><p>casters. Only if there are no spellcasters present will they attack </p><p>non-casters.</p><p></p><p>Unease (Su): The mere presence of null shadows in the </p><p>surrounding area causes a great unease in normal people, to a </p><p>range of over a mile. Arcane casters will notice this the most </p><p>strongly, divine spellcasters less so, and non-casters hardly at </p><p>all. Only after prolonged proximity (weeks or months) will non-</p><p>casters start to feel the unease.</p><p></p><p>Note: “Normal” null shadows have an AC of 15, 15 hit points, </p><p>do not have the Spell Removal ability, and do 2d6 damage to</p><p>arcane casters.[/sblock]</p><p>Like I said, nasty. A bit meta-gamey, but they will put the proper fear back into the player's eyes. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 3357630, member: 7737"] Here are the null shadows. I think it's ok to post them here, given that they are [URL=http://stevenac.net/sagiro/sagiroX1.pdf]freely available on the web[/URL] anyway. [sblock=Greater Null Shadow] GREATER NULL SHADOW Medium-Size Aberration Hit Dice: 3d8+3 (16 hp) Initiative: +3 (Dex) Speed: 30 ft. AC: 16 (+3 Dex, +3 natural) Attacks: touch +5 melee Damage: special; see below Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell removal, magic disruption Special Qualities: Absolute immunity to magic, shadow travel, unease, arcane attraction Saving Throws: Fort +1, Reflex +1, Will +3 Abilities: Str 11, Dex 16, Con 10, Int 7, Wis 10, Cha 11 Skills and Feats: Weapon Finesse (arms) Greater null shadows are humanoid-shaped masses of thick black vapors, created by foul magics and unholy rituals. They will attack anyone designated by their creators, or follow simple instructions. COMBAT Greater null shadows have only melee touch attacks, so they seek to swarm around their foes, delivering damaging touch attacks with their flailing arms. The damage they deal depends on the character class of the target. Arcane spellcasters take 2d8 points of damage. Divine spellcasters take 1d10. Non-spellcasters take 1d6. Spell Removal (Su): In any round in which an arcane or divine spellcaster takes damage from a greater null shadow, he must make a Fortitude save (DC 15). Failure means the target loses one prepared spell of the highest level remaining (if there is more than one spell, choose randomly among them). Magic Disruption (Su): Any magic item that comes into contact with a greater null shadow may (DM’s discretion) become unstable thereafter. Any time a character uses a magic item touched by a null shadow, they must roll a d20 (the attack roll for magic weapons counts as this roll). A result of 1 causes some disastrous result at the discretion of the DM (a flaming weapon may set its wielder on fire; a ring of invisibility may cause the user to glow bright orange for an hour; a wand of fireballs may use up five charges in one use, etc.). The DM may decide to make a permanent change to a magic item as a result of contact with a null shadow. Magic Immunity (Su): A greater null shadow is unaffected by magic in any way, form, or application. This means they will even ignore magical deflection bonuses to a target’s AC (gener- ally, a foe will get only their Dex bonus and cover bonuses to AC against them). They are unaffected by all spells and spell- like effects, and cannot be harmed by magic weapons. As such, only physical non-magic weapons can harm them. They can pass through any magical barrier (even a wall of force). Shadow Travel (Su): A greater null shadow typically walks the demiplane of Shadow, hovering on the edge of the Prime Material plane. They can emerge into the Prime through any shadow as a free action. Arcane Attraction (Su): Greater null shadows will typically fight to the death, attacking every round if possible. If there is a choice of targets, they will always target arcane spellcasters if possible. If none are available, they will target divine spell- casters. Only if there are no spellcasters present will they attack non-casters. Unease (Su): The mere presence of null shadows in the surrounding area causes a great unease in normal people, to a range of over a mile. Arcane casters will notice this the most strongly, divine spellcasters less so, and non-casters hardly at all. Only after prolonged proximity (weeks or months) will non- casters start to feel the unease. Note: “Normal” null shadows have an AC of 15, 15 hit points, do not have the Spell Removal ability, and do 2d6 damage to arcane casters.[/sblock] Like I said, nasty. A bit meta-gamey, but they will put the proper fear back into the player's eyes. :] [/QUOTE]
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