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Ruins of Undermountain conversions
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<blockquote data-quote="BOZ" data-source="post: 211183" data-attributes="member: 1241"><p><strong>STEEL SHADOW</strong></p><p></p><p><strong>STEEL SHADOW</strong></p><p>Small Aberration</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +4 (Improved Initiative)</p><p>Speed: 40 ft</p><p>AC: 14 (+1 size, +3 natural)</p><p>Attacks: 5 tentacles +3 melee</p><p>Damage: Tentacle 1d4-1</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Attach, animate metal</p><p>Special Qualities: Merge with metal, immune to electricity</p><p>Saves: Fort +2, Ref +1, Will +8</p><p>Abilities: Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 13</p><p>Skills: Hide +9, Listen +10, Spot +10, Swim +8</p><p>Feats: Blind-Fight, Improved Initiative, Iron Will</p><p></p><p>Climate/Terrain: Any land and underground and aquatic</p><p>Organization: Solitary or pack (1-12)</p><p>Activity Cycle: Any</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 5-8 HD (Small); 9-12 HD (Medium-Size)</p><p></p><p>The steel shadow is a small worm-like creature with the ability to merge with and control metal. A steel shadow looks like a giant planarian worm with an expandable body, with two harmless barbel-like feelers by its mouth, and five barbed sucking tentacles on its body. These carnivorous creatures can be found in practically any climate and locale, but are rarely seen moving in their natural forms. Instead, they prefer to merge with metal items, which function as both their lair and their defense. Their presence within the metal can be revealed by the small shadowy black patch on the metal’s surface.</p><p></p><p>COMBAT</p><p>Steel shadows rarely attack in their natural form, and prefer to merge with metal before combat. Whether merged or not, it can always attack with its five tentacles, which have a range of 6 feet.</p><p> Attach (Ex): If a steel shadow hits with a tentacle attack, the tentacle latches onto the opponent’s body. Once attached, the tentacle deals 1d4 points of damage automatically every round until severed or withdrawn. A single attack with a slashing weapon that deals at least 6 points of damage severs a tentacle (AC 14).</p><p> Animate Metal (Su): A steel shadow has the ability to animate metal through physical contact, as the arcane spell animate objects cast by a 10th-level caster. This effect is exactly like the spell, except that it only affects metal items or metal within an item, gives the items the ability to move at a speed of 50 feet per round and fly at 20 feet per round, and is capable of affecting items being worn or used by another being.</p><p> Arrows with metal arrowheads will fly at targets as if they were being thrown, using the steel shadow’s attack values. A handful of animated coins can similarly be hurled as missile weapons, doing one point of damage, knocking over light objects, and possibly breaking fragile items. One of the steel shadow’s favorite uses of this effect is to animate a suit of armor containing a corpse, giving the appearance that it is actually undead, and try to grapple opponents and attack with tentacles.</p><p> Merge With Metal (Su): A steel shadow has the ability to merge with metal that it touches, at will. Merging or separating from metal is a standard action. The steel shadow’s corporeal form can be completely merged into that of any metal larger in volume than a longsword (making such items as a shield, suit of armor, or a battleaxe acceptable). Steel shadows can thusly remain inside the metal indefinitely, without causing inadvertent harm to itself or the metal. This state provides the steel shadow with darkvision at a range of 80 feet.</p><p> Inside metal, the steel shadow’s adds +5 to its natural armor, making its AC 19. While in this state, the steel shadow is subject to all attacks against the metal object. The steel shadow takes half damage from all physical attacks to the metal, suffers no harm from effects that the metal saves against, and receives its own saving throw should the metal fail a save. If the metal is subject to disintegration, the steel shadow suffers no damage, but is forced out of the metal. Steel shadows within any metal carried or worn by a creature automatically hit that creature with their tentacle attacks on the round after merging. Steel shadows are unable to merge into metal items with magical properties, such as magic swords and armor.</p><p> If the metal merged with a steel shadow is subject to a heat metal effect, the spell instead functions as a heal spell which heals the amount of damage intended to be caused by the spell. If the metal merged with a steel shadow is subject to attack by a rust monster’s antennae, the steel shadow will be forced out the metal and will suffer 4d6 points of damage. If not merged with metal, a rust monster’s antennae have no effect on a steel shadow.</p><p></p><p>The steel shadow first appeared in the Ruins of Undermountain boxed set (1991).</p></blockquote><p></p>
[QUOTE="BOZ, post: 211183, member: 1241"] [b]STEEL SHADOW[/b] [b]STEEL SHADOW[/b] Small Aberration Hit Dice: 4d8+4 (22 hp) Initiative: +4 (Improved Initiative) Speed: 40 ft AC: 14 (+1 size, +3 natural) Attacks: 5 tentacles +3 melee Damage: Tentacle 1d4-1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Attach, animate metal Special Qualities: Merge with metal, immune to electricity Saves: Fort +2, Ref +1, Will +8 Abilities: Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 13 Skills: Hide +9, Listen +10, Spot +10, Swim +8 Feats: Blind-Fight, Improved Initiative, Iron Will Climate/Terrain: Any land and underground and aquatic Organization: Solitary or pack (1-12) Activity Cycle: Any Challenge Rating: 3 Treasure: None Alignment: Always chaotic neutral Advancement: 5-8 HD (Small); 9-12 HD (Medium-Size) The steel shadow is a small worm-like creature with the ability to merge with and control metal. A steel shadow looks like a giant planarian worm with an expandable body, with two harmless barbel-like feelers by its mouth, and five barbed sucking tentacles on its body. These carnivorous creatures can be found in practically any climate and locale, but are rarely seen moving in their natural forms. Instead, they prefer to merge with metal items, which function as both their lair and their defense. Their presence within the metal can be revealed by the small shadowy black patch on the metal’s surface. COMBAT Steel shadows rarely attack in their natural form, and prefer to merge with metal before combat. Whether merged or not, it can always attack with its five tentacles, which have a range of 6 feet. Attach (Ex): If a steel shadow hits with a tentacle attack, the tentacle latches onto the opponent’s body. Once attached, the tentacle deals 1d4 points of damage automatically every round until severed or withdrawn. A single attack with a slashing weapon that deals at least 6 points of damage severs a tentacle (AC 14). Animate Metal (Su): A steel shadow has the ability to animate metal through physical contact, as the arcane spell animate objects cast by a 10th-level caster. This effect is exactly like the spell, except that it only affects metal items or metal within an item, gives the items the ability to move at a speed of 50 feet per round and fly at 20 feet per round, and is capable of affecting items being worn or used by another being. Arrows with metal arrowheads will fly at targets as if they were being thrown, using the steel shadow’s attack values. A handful of animated coins can similarly be hurled as missile weapons, doing one point of damage, knocking over light objects, and possibly breaking fragile items. One of the steel shadow’s favorite uses of this effect is to animate a suit of armor containing a corpse, giving the appearance that it is actually undead, and try to grapple opponents and attack with tentacles. Merge With Metal (Su): A steel shadow has the ability to merge with metal that it touches, at will. Merging or separating from metal is a standard action. The steel shadow’s corporeal form can be completely merged into that of any metal larger in volume than a longsword (making such items as a shield, suit of armor, or a battleaxe acceptable). Steel shadows can thusly remain inside the metal indefinitely, without causing inadvertent harm to itself or the metal. This state provides the steel shadow with darkvision at a range of 80 feet. Inside metal, the steel shadow’s adds +5 to its natural armor, making its AC 19. While in this state, the steel shadow is subject to all attacks against the metal object. The steel shadow takes half damage from all physical attacks to the metal, suffers no harm from effects that the metal saves against, and receives its own saving throw should the metal fail a save. If the metal is subject to disintegration, the steel shadow suffers no damage, but is forced out of the metal. Steel shadows within any metal carried or worn by a creature automatically hit that creature with their tentacle attacks on the round after merging. Steel shadows are unable to merge into metal items with magical properties, such as magic swords and armor. If the metal merged with a steel shadow is subject to a heat metal effect, the spell instead functions as a heal spell which heals the amount of damage intended to be caused by the spell. If the metal merged with a steel shadow is subject to attack by a rust monster’s antennae, the steel shadow will be forced out the metal and will suffer 4d6 points of damage. If not merged with metal, a rust monster’s antennae have no effect on a steel shadow. The steel shadow first appeared in the Ruins of Undermountain boxed set (1991). [/QUOTE]
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