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Monster Advancment Rules
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<blockquote data-quote="the Jester" data-source="post: 1595014" data-attributes="member: 1210"><p>Okay, let me take my shadow to the 'next level.' This time, instead of an advanced 5 HD shadow, I started with a greater shadow (9 HD, MM pg. 221) and slapped the living undead template on it. Then, frankly, I cheated, adding in the monster of legend template. Now, by the RAW you can't do this, but rule 0, baby- the best monsters sometimes need a lil extra finesse to be as cool as they are. And if you want this guy to last as a shadow, he needs something special. The best part of MoL is +10 to his con; that lets him have some durability (not enough hp otherwise- watch out for a sorc with <em>magic missile!</em>) </p><p></p><p>From there I simply added rogue levels until I got CR 18- it seems like that's about what you're after at this point, right?</p><p></p><p>(An alternative to 7 rogue levels might be to tack on 12 sorcerer levels, but I like adding in the sneak attack to this guy's damage! Should be easy to do, too- how hard can it be for this guy to come atcha unexpected?)</p><p></p><p></p><p><strong>HHHAAAAUTH</strong></p><p>Living Greater Shadow of Legend Rogue 7</p><p>Medium Undead (Incorporeal, Living Undead)</p><p>Hit Dice: 9d12 + 7d6 + 112 (198 hp)</p><p>Initiative: +9</p><p>Speed: Fly 40' (good)</p><p>Armor Class: 23 (+7 dex, +5 deflection, +1 dodge), touch 23, flat-footed 15</p><p>Base Attack/Grapple: +9/-</p><p>Attack: Incorporeal touch +18 melee (1d8 strength plus 3d6 energy sear)</p><p>Full Attack: Incorporeal touch +18/18 melee (1d8 strength plus 3d6 energy sear)</p><p>Space/Reach: 5'/5'</p><p>Special Attacks: Breath weapon, channel, create spawn, energy sear, sneak attack +4d6, strength damage</p><p>Special Qualities: Darkvision 60', evasion, haste, immunity to acid and electricity, incorporeal, internal conflict, living undead qualities, trapfinding, trap sense +2, turn resistance +4, uncanny dodge</p><p>Saves: Fort +17, Ref +18, Will +15</p><p>Abilities: Str -, Dex 26, Con 24, Int 8, Wis 14, Cha 21</p><p>Skills: Bluff +15, Diplomacy +7, Disguise +5 (+7 acting in character), Hide +24*, Intimidate +18, Listen +16, Search +13, Sleight of Hand +10, Spot +16</p><p>Feats: Alertness, Dodge, Great Fortitude (B), Improved Initiative (B), Iron Will, Mobility, Multiattack (B), Spring Attack, Weapon Focus (incorporeal touch)</p><p>Environment: Any</p><p>Organization: Solitary plus 2-5 normal shadows</p><p>Challenge Rating: 18</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p><em>Insert backstory and description here.</em></p><p></p><p><strong>Combat</strong></p><p>A living shadow is a dangerous opponent, as its touch does more than mere strength damage.</p><p></p><p><em>Breath Weapon (Su):</em> Every 1d4 rounds, Hhhaaaauth can breathe out a 15' cone of cold that deals 3d6 hp of damage to all caught within (Ref DC 21 half).</p><p></p><p><em>Channel (Su):</em> As a standard action, a living undead may channel positive or negative energy, just as a cleric may turn or rebuke undead. It uses its Hit Dice as its turning level. Hhhaaaauth uses this ability to maintain control of the collective shadows that it exemplifies.</p><p> </p><p><em>Energy Sear (Su):</em> The living undead’s touch deals positive energy damage and negative energy damage rolled together into a terrifically conflicted energy that damages both the living and undead. The damage is 3d6. This damage also applies to any creature that touches it. </p><p></p><p><em>Strength Damage (Su):</em> The touch of a greater shadow deals 1d8 points of str damage to a living foe. A creature reduced to a str of 0 dies. This is a negative energy effect.</p><p></p><p><em>Create Spawn (Su):</em> Any humanoid reduced to a str 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p></p><p><em>Haste (Su):</em> Hhhaaaauth is supernaturally quick and is treated as if always under the influence of a <em>haste</em> spell (+1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves, +30' enhancement bonus to speed, take an extra attack when full attacking).</p><p></p><p><em>Internal Conflict (Su):</em> Positive and negative energy war for dominance in the living undead. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 9d4 points of damage per Hit Die of the living undead to the creature making the turn attempt (Fort save DC 19 for half damage). This damage is positive energy to a creature channeling negative energy or vice-versa.</p><p> </p><p><em>Living Undead Qualities:</em> A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage to physical attributes, ability drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to).</p><p> </p><p><em>Regeneration (Su):</em> A living undead regenerates 5 hp per round. Fire does real damage to living undead.</p><p> </p><p><em>Turn Resistance (Su):</em> Living undead have +4 turn resistance.</p><p></p><p></p><p><strong>Skills:</strong> A living shadow has a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. It gains a +4 racial bonus to Hide checks in areas of shadowy illumination, but in brightly lit areas it suffers a -4 penalty on Hide checks.</p><p></p><p></p><p>Is this close to what you're after?</p></blockquote><p></p>
[QUOTE="the Jester, post: 1595014, member: 1210"] Okay, let me take my shadow to the 'next level.' This time, instead of an advanced 5 HD shadow, I started with a greater shadow (9 HD, MM pg. 221) and slapped the living undead template on it. Then, frankly, I cheated, adding in the monster of legend template. Now, by the RAW you can't do this, but rule 0, baby- the best monsters sometimes need a lil extra finesse to be as cool as they are. And if you want this guy to last as a shadow, he needs something special. The best part of MoL is +10 to his con; that lets him have some durability (not enough hp otherwise- watch out for a sorc with [i]magic missile![/i]) From there I simply added rogue levels until I got CR 18- it seems like that's about what you're after at this point, right? (An alternative to 7 rogue levels might be to tack on 12 sorcerer levels, but I like adding in the sneak attack to this guy's damage! Should be easy to do, too- how hard can it be for this guy to come atcha unexpected?) [b]HHHAAAAUTH[/B] Living Greater Shadow of Legend Rogue 7 Medium Undead (Incorporeal, Living Undead) Hit Dice: 9d12 + 7d6 + 112 (198 hp) Initiative: +9 Speed: Fly 40' (good) Armor Class: 23 (+7 dex, +5 deflection, +1 dodge), touch 23, flat-footed 15 Base Attack/Grapple: +9/- Attack: Incorporeal touch +18 melee (1d8 strength plus 3d6 energy sear) Full Attack: Incorporeal touch +18/18 melee (1d8 strength plus 3d6 energy sear) Space/Reach: 5'/5' Special Attacks: Breath weapon, channel, create spawn, energy sear, sneak attack +4d6, strength damage Special Qualities: Darkvision 60', evasion, haste, immunity to acid and electricity, incorporeal, internal conflict, living undead qualities, trapfinding, trap sense +2, turn resistance +4, uncanny dodge Saves: Fort +17, Ref +18, Will +15 Abilities: Str -, Dex 26, Con 24, Int 8, Wis 14, Cha 21 Skills: Bluff +15, Diplomacy +7, Disguise +5 (+7 acting in character), Hide +24*, Intimidate +18, Listen +16, Search +13, Sleight of Hand +10, Spot +16 Feats: Alertness, Dodge, Great Fortitude (B), Improved Initiative (B), Iron Will, Mobility, Multiattack (B), Spring Attack, Weapon Focus (incorporeal touch) Environment: Any Organization: Solitary plus 2-5 normal shadows Challenge Rating: 18 Treasure: None Alignment: Always chaotic evil Advancement: - Level Adjustment: - [i]Insert backstory and description here.[/i] [b]Combat[/b] A living shadow is a dangerous opponent, as its touch does more than mere strength damage. [i]Breath Weapon (Su):[/i] Every 1d4 rounds, Hhhaaaauth can breathe out a 15' cone of cold that deals 3d6 hp of damage to all caught within (Ref DC 21 half). [i]Channel (Su):[/i] As a standard action, a living undead may channel positive or negative energy, just as a cleric may turn or rebuke undead. It uses its Hit Dice as its turning level. Hhhaaaauth uses this ability to maintain control of the collective shadows that it exemplifies. [i]Energy Sear (Su):[/i] The living undead’s touch deals positive energy damage and negative energy damage rolled together into a terrifically conflicted energy that damages both the living and undead. The damage is 3d6. This damage also applies to any creature that touches it. [i]Strength Damage (Su):[/i] The touch of a greater shadow deals 1d8 points of str damage to a living foe. A creature reduced to a str of 0 dies. This is a negative energy effect. [i]Create Spawn (Su):[/i] Any humanoid reduced to a str 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. [i]Haste (Su):[/i] Hhhaaaauth is supernaturally quick and is treated as if always under the influence of a [i]haste[/i] spell (+1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves, +30' enhancement bonus to speed, take an extra attack when full attacking). [i]Internal Conflict (Su):[/i] Positive and negative energy war for dominance in the living undead. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 9d4 points of damage per Hit Die of the living undead to the creature making the turn attempt (Fort save DC 19 for half damage). This damage is positive energy to a creature channeling negative energy or vice-versa. [i]Living Undead Qualities:[/i] A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage to physical attributes, ability drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to). [i]Regeneration (Su):[/i] A living undead regenerates 5 hp per round. Fire does real damage to living undead. [i]Turn Resistance (Su):[/i] Living undead have +4 turn resistance. [b]Skills:[/b] A living shadow has a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. It gains a +4 racial bonus to Hide checks in areas of shadowy illumination, but in brightly lit areas it suffers a -4 penalty on Hide checks. Is this close to what you're after? [/QUOTE]
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