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Shadow Demons -- suggest CR?
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<blockquote data-quote="Jeph" data-source="post: 3041947" data-attributes="member: 6738"><p>Thanks for the feedback, guys!</p><p></p><p></p><p></p><p>I'm pretty fond of the Nauseated condition: it's a battle-ender, but it doesn't always result in someone getting killed unless that's what the enemy <em>really wants</em>. Anything that helps the stakes of a fight to be something other than "If we win you guys die, if you win we die" is a good thing, IMO. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Cognitive dissonance is evil. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>And now, the other three shadow demons...</p><p></p><p>----------</p><p></p><p><strong><u><span style="font-size: 15px">KATAN KAS-IK (shadow demon)</span></u></strong></p><p></p><p><strong>Small Outsider (Chaotic, Extraplanar, Evil)</strong></p><p><strong>Hit Dice:</strong> 4d8+4 (22 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30 ft., fly 40 ft. (good)</p><p><strong>Armor Class:</strong> 19 (+1 size, +2 dex, +6 natural), touch 13, flat-footed 17</p><p><strong>Base Attack / Grapple:</strong> +4 / +0</p><p><strong>Attack:</strong> Claw +7 melee (1d4)</p><p><strong>Full Attack:</strong> 2 claws +7 melee (1d4), bite +2 melee (1d6)</p><p><strong>Space / Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Qualities:</strong> Blurring, damage reduction 5 / silver or good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to fire 5</p><p><strong>Special Attacks:</strong> bone lock, bone missiles, summon shadow demon, spell-like abilities</p><p><strong>Saves:</strong> Fort +5, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 11, Dex 15, Con 12, Int 7, Wis 8, Cha 7</p><p><strong>Skills:</strong> Hide +13, Move Silently +9, Listen +6, Spot +6, Jump +7, Intimidate +7</p><p><strong>Feats:</strong> Dodge, Weapon Finesse</p><p></p><p>Katan Kas-Ik, Lesser Bone Demons, are dog sized skeletons held together by shadow and magical force. The skeletons appear to be mismatched, with different bones coming from different sorts of animals, and bones in the wrong position: a leg bone in the arm, or the cleft skull of a horned animal as a femur. The demons are winged -- often, the two wings seem to be from different creatures entirely.</p><p></p><p><strong>Blurring (su):</strong> Katan Kas-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight.</p><p></p><p><strong>Flicker (su):</strong> Once per round, a Katan Kas-Ik may teleport 10 feet as a free action.</p><p></p><p>Bone Lock (su):[/b] If a Katan Kas-Ik hits a single opponent with both claw attacks, the target must succed at a Fortitude save (DC 13) or begin to have its bones fuse together. The victim takes 1d4 points of Dexterity damage and is paralyzed for 1 round.</p><p></p><p><strong>Bone Missiles (ex):</strong> As a standard action, the Katan Kas-Ik may fill a 20 foot cone with deadly shards of flying bone. Characters within the cone take 2d8 damage (reflex half, DC 13). This attack may be used once per minute.</p><p></p><p><strong>Summon Shadow Demon (sp):</strong> Once per day, a Katan Kas-Ik may attempt to summon another Katan Kas-Ik with a 30% chance of success.</p><p></p><p><strong>Spell-Like Abilities:</strong> Caster level 6th. <em>At Will</em> -- mage hand. <em>1/day</em> -- plane shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only), greater teleport (self plus 50 pounds of objects only).</p><p></p><p>----------</p><p></p><p><strong><u><span style="font-size: 15px">GADOL KAS-IK (shadow demon)</span></u></strong></p><p></p><p><strong>Huge Outsider (Chaotic, Extraplanar, Evil)</strong></p><p><strong>Hit Dice:</strong> 12d8+48 (102 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 40 ft., fly 50 ft. (average)</p><p><strong>Armor Class:</strong> 26 (-2 size, +2 dex, +16 natural), touch 10, flat-footed 24</p><p><strong>Base Attack / Grapple:</strong> +12 / +27</p><p><strong>Attack:</strong> Claw +17 melee (2d6+7)</p><p><strong>Full Attack:</strong> 4 claws +17 melee (2d6+7), bite +12 melee (2d8+3)</p><p><strong>Space / Reach:</strong> 15 ft. / 10 ft.</p><p><strong>Special Qualities:</strong> Blurring, damage reduction 10 / good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 20, telepathy 100 f</p><p><strong>Special Attacks:</strong> bone lock, bone missiles, summon shadow demon, spell-like abilities</p><p><strong>Saves:</strong> Fort +12, Ref +10, Will +8</p><p><strong>Abilities:</strong> Str 25, Dex 14, Con 19, Int 11, Wis 15, Cha 15</p><p><strong>Skills:</strong> Hide +9, Move Silently +17, Listen +17, Spot +17, Jump +26, Intimidate +22, Knowledge (The Planes) +15, Knowledge (Anatomy) +15</p><p><strong>Feats:</strong> Dodge, Power Attack, Cleave, Great Cleave, Improved Initiative</p><p></p><p>Greater Bone Demons are like their younger cousins, except much larger, more powerful, and bearing an extra set of forelimbs.</p><p></p><p><strong>Blurring (su):</strong> Gadol Kas-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight.</p><p></p><p><strong>Flicker (su):</strong> Once per round, a Gadol Kas-Ik may teleport 10 feet as a free action.</p><p></p><p><strong>Bone Lock (su):</strong> If a Gadol Kas-Ik hits a single opponent with at least two claw attacks, the target must succed at a Fortitude save (DC 20) or begin to have its bones fuse together. The victim takes 1d6 points of Dexterity damage and is paralyzed for 1d3 rounds.</p><p></p><p><strong>Bone Missiles (ex):</strong> As a standard action, the Katan Kas-Ik may fill a 40 foot cone with deadly shards of flying bone. Characters within the cone take 6d8 damage (reflex half, DC 20). This attack may be used once per minute.</p><p></p><p><strong>Summon Shadow Demon (sp):</strong> Once per day, a Gadol Kas-Ik may attempt to summon another Gadol Kas-Ik with a 30% chance of success, or 2d4 Katan Kas-Ik with a 50% chance of success.</p><p></p><p><strong>Spell-Like Abilities:</strong> Caster level 14th. Save DCs are Charisma based. <em>At Will</em> -- mage hand, greater teleport (self plus 50 pounds of objects only). <em>3/day</em> -- shadow spray (DC 14). <em>1/day</em> -- plane shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only), shadowy grappler (DC 18).</p><p></p><p>----------</p><p></p><p><strong><u><span style="font-size: 15px">SHADOW IMP (OYONSH-IK) (shadow demon)</span></u></strong></p><p></p><p><strong>Tiny Outsider (Chaotic, Extraplanar, Evil)</strong></p><p><strong>Hit Dice:</strong> 3d8 (13 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 20 ft., fly 50 ft. (perfect)</p><p><strong>Armor Class:</strong> 18 (+2 size, +3 dex, +3 natural), touch 15, flat-footed 15</p><p><strong>Base Attack / Grapple:</strong> +3 / -5</p><p><strong>Attack:</strong> Claw +8 melee (1d4)</p><p><strong>Full Attack:</strong> 2 claws +8 melee (1d4)</p><p><strong>Space / Reach:</strong> 2.5 ft. / 0 ft.</p><p><strong>Special Qualities:</strong> Alternate form, blurring, damage reduction 5 / silver or good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to fire 5</p><p><strong>Special Attacks:</strong> summon shadow demon, spell-like abilities, flame hex</p><p><strong>Saves:</strong> Fort +3, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14</p><p><strong>Skills:</strong> Climb +6, Hide +17, Jump +0, Listen +7, Move Silently +9, Spot +7, Intimidate +8, Bluff +8</p><p><strong>Feats:</strong> Dodge, Weapon Finesse</p><p></p><p>Shadow Imps are the most common form of shadow demon. They stand about two feet high, covered with barbed scales and spines. Their wings are batlike and leathery, and their eyes are glowing pricks of blue light. Due to their natural powers of invisibility, Academy magicians of sufficient power often call them to serve as spies.</p><p></p><p><strong>Alternate Form (su):</strong> A Shadow Imp can assume the form of a demonic wolf (or re-assume its natural form) as a standard action. While in wolf form, make the following changes to Shadow Imp statistics.</p><p></p><p>Size: Size becomes medium.</p><p>Speed: Speed changes to 50 ft.</p><p>Armor Class: AC changes to 18 (+3 dex, +5 natural), touch 13, flat-footed 15</p><p>Base Attack / Grapple: Grapple changes to +6</p><p>Attack and Full Attack: change to Bite +6 melee (1d6+3)</p><p>Space / Reach: change to 5 ft. / 5 ft.</p><p>Special Qualities: gain Scent</p><p>Special Attacks: gain Trip</p><p>Abilities: Strength becomes 16</p><p>Skills: Hide becomes +9</p><p></p><p><strong>Blurring (su):</strong> Shadow Imps are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight.</p><p></p><p><strong>Flicker (su):</strong> Once per round, a Shadow Imp may teleport 10 feet as a free action.</p><p></p><p><strong>Summon Shadow Demon (sp):</strong>Once per day, a Shadow Imp may attempt to summon another Shadow Imp with a 30% chance of success.</p><p></p><p><strong>Spell-like Abilities:</strong> Caster level 6th. <em>At Will</em> -- detect magic, invisibility. <em>1/day</em> -- greater teleport (self plus 50 pounds of objects only), plane shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only).</p><p></p><p><strong>Shadow Hex (su):</strong> Once per minute, a Shadow Imp may cause a stroke of searing blue light to lash across an enemy’s chest. One target within 30 feet must succeed at a Reflex save (DC 13) or take 1d6 points of cold damage per HD of the attacking imp (3d6 for most imps).</p><p></p><p>----------</p><p></p><p>I'm on a roll, so Lunar Demons will be coming soon! Featuring...</p><p></p><p>• The Lunar Demon template, with a <em>Sickening Aura</em> and SR that bounces failed magic back at the caster!</p><p>• Oyosh-Uf, a modified succubus!</p><p>• Gor-Uf, a demon of destruction with power over the Earth element!</p><p>• Chorte-Uf, <em>hasted</em> demonic swordsmen!</p><p>• Sheoyn-Uf, swarming spider demons!</p><p>• Hosten-Uf, semi-corporeal mist demons!</p></blockquote><p></p>
[QUOTE="Jeph, post: 3041947, member: 6738"] Thanks for the feedback, guys! I'm pretty fond of the Nauseated condition: it's a battle-ender, but it doesn't always result in someone getting killed unless that's what the enemy [i]really wants[/i]. Anything that helps the stakes of a fight to be something other than "If we win you guys die, if you win we die" is a good thing, IMO. :) Cognitive dissonance is evil. :] And now, the other three shadow demons... ---------- [b][u][size=4]KATAN KAS-IK (shadow demon)[/size][/u][/b] [b]Small Outsider (Chaotic, Extraplanar, Evil)[/b] [b]Hit Dice:[/b] 4d8+4 (22 hp) [b]Initiative:[/b] +2 [b]Speed:[/b] 30 ft., fly 40 ft. (good) [b]Armor Class:[/b] 19 (+1 size, +2 dex, +6 natural), touch 13, flat-footed 17 [b]Base Attack / Grapple:[/b] +4 / +0 [b]Attack:[/b] Claw +7 melee (1d4) [b]Full Attack:[/b] 2 claws +7 melee (1d4), bite +2 melee (1d6) [b]Space / Reach:[/b] 5 ft. / 5 ft. [b]Special Qualities:[/b] Blurring, damage reduction 5 / silver or good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to fire 5 [b]Special Attacks:[/b] bone lock, bone missiles, summon shadow demon, spell-like abilities [b]Saves:[/b] Fort +5, Ref +6, Will +3 [b]Abilities:[/b] Str 11, Dex 15, Con 12, Int 7, Wis 8, Cha 7 [b]Skills:[/b] Hide +13, Move Silently +9, Listen +6, Spot +6, Jump +7, Intimidate +7 [b]Feats:[/b] Dodge, Weapon Finesse Katan Kas-Ik, Lesser Bone Demons, are dog sized skeletons held together by shadow and magical force. The skeletons appear to be mismatched, with different bones coming from different sorts of animals, and bones in the wrong position: a leg bone in the arm, or the cleft skull of a horned animal as a femur. The demons are winged -- often, the two wings seem to be from different creatures entirely. [b]Blurring (su):[/b] Katan Kas-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight. [b]Flicker (su):[/b] Once per round, a Katan Kas-Ik may teleport 10 feet as a free action. Bone Lock (su):[/b] If a Katan Kas-Ik hits a single opponent with both claw attacks, the target must succed at a Fortitude save (DC 13) or begin to have its bones fuse together. The victim takes 1d4 points of Dexterity damage and is paralyzed for 1 round. [b]Bone Missiles (ex):[/b] As a standard action, the Katan Kas-Ik may fill a 20 foot cone with deadly shards of flying bone. Characters within the cone take 2d8 damage (reflex half, DC 13). This attack may be used once per minute. [b]Summon Shadow Demon (sp):[/b] Once per day, a Katan Kas-Ik may attempt to summon another Katan Kas-Ik with a 30% chance of success. [b]Spell-Like Abilities:[/b] Caster level 6th. [i]At Will[/i] -- mage hand. [i]1/day[/i] -- plane shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only), greater teleport (self plus 50 pounds of objects only). ---------- [b][u][size=4]GADOL KAS-IK (shadow demon)[/size][/u][/b] [b]Huge Outsider (Chaotic, Extraplanar, Evil)[/b] [b]Hit Dice:[/b] 12d8+48 (102 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 40 ft., fly 50 ft. (average) [b]Armor Class:[/b] 26 (-2 size, +2 dex, +16 natural), touch 10, flat-footed 24 [b]Base Attack / Grapple:[/b] +12 / +27 [b]Attack:[/b] Claw +17 melee (2d6+7) [b]Full Attack:[/b] 4 claws +17 melee (2d6+7), bite +12 melee (2d8+3) [b]Space / Reach:[/b] 15 ft. / 10 ft. [b]Special Qualities:[/b] Blurring, damage reduction 10 / good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 20, telepathy 100 f [b]Special Attacks:[/b] bone lock, bone missiles, summon shadow demon, spell-like abilities [b]Saves:[/b] Fort +12, Ref +10, Will +8 [b]Abilities:[/b] Str 25, Dex 14, Con 19, Int 11, Wis 15, Cha 15 [b]Skills:[/b] Hide +9, Move Silently +17, Listen +17, Spot +17, Jump +26, Intimidate +22, Knowledge (The Planes) +15, Knowledge (Anatomy) +15 [b]Feats:[/b] Dodge, Power Attack, Cleave, Great Cleave, Improved Initiative Greater Bone Demons are like their younger cousins, except much larger, more powerful, and bearing an extra set of forelimbs. [b]Blurring (su):[/b] Gadol Kas-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight. [b]Flicker (su):[/b] Once per round, a Gadol Kas-Ik may teleport 10 feet as a free action. [b]Bone Lock (su):[/b] If a Gadol Kas-Ik hits a single opponent with at least two claw attacks, the target must succed at a Fortitude save (DC 20) or begin to have its bones fuse together. The victim takes 1d6 points of Dexterity damage and is paralyzed for 1d3 rounds. [b]Bone Missiles (ex):[/b] As a standard action, the Katan Kas-Ik may fill a 40 foot cone with deadly shards of flying bone. Characters within the cone take 6d8 damage (reflex half, DC 20). This attack may be used once per minute. [b]Summon Shadow Demon (sp):[/b] Once per day, a Gadol Kas-Ik may attempt to summon another Gadol Kas-Ik with a 30% chance of success, or 2d4 Katan Kas-Ik with a 50% chance of success. [b]Spell-Like Abilities:[/b] Caster level 14th. Save DCs are Charisma based. [i]At Will[/i] -- mage hand, greater teleport (self plus 50 pounds of objects only). [i]3/day[/i] -- shadow spray (DC 14). [i]1/day[/i] -- plane shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only), shadowy grappler (DC 18). ---------- [b][u][size=4]SHADOW IMP (OYONSH-IK) (shadow demon)[/size][/u][/b] [b]Tiny Outsider (Chaotic, Extraplanar, Evil)[/b] [b]Hit Dice:[/b] 3d8 (13 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 20 ft., fly 50 ft. (perfect) [b]Armor Class:[/b] 18 (+2 size, +3 dex, +3 natural), touch 15, flat-footed 15 [b]Base Attack / Grapple:[/b] +3 / -5 [b]Attack:[/b] Claw +8 melee (1d4) [b]Full Attack:[/b] 2 claws +8 melee (1d4) [b]Space / Reach:[/b] 2.5 ft. / 0 ft. [b]Special Qualities:[/b] Alternate form, blurring, damage reduction 5 / silver or good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to fire 5 [b]Special Attacks:[/b] summon shadow demon, spell-like abilities, flame hex [b]Saves:[/b] Fort +3, Ref +6, Will +3 [b]Abilities:[/b] Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 [b]Skills:[/b] Climb +6, Hide +17, Jump +0, Listen +7, Move Silently +9, Spot +7, Intimidate +8, Bluff +8 [b]Feats:[/b] Dodge, Weapon Finesse Shadow Imps are the most common form of shadow demon. They stand about two feet high, covered with barbed scales and spines. Their wings are batlike and leathery, and their eyes are glowing pricks of blue light. Due to their natural powers of invisibility, Academy magicians of sufficient power often call them to serve as spies. [b]Alternate Form (su):[/b] A Shadow Imp can assume the form of a demonic wolf (or re-assume its natural form) as a standard action. While in wolf form, make the following changes to Shadow Imp statistics. Size: Size becomes medium. Speed: Speed changes to 50 ft. Armor Class: AC changes to 18 (+3 dex, +5 natural), touch 13, flat-footed 15 Base Attack / Grapple: Grapple changes to +6 Attack and Full Attack: change to Bite +6 melee (1d6+3) Space / Reach: change to 5 ft. / 5 ft. Special Qualities: gain Scent Special Attacks: gain Trip Abilities: Strength becomes 16 Skills: Hide becomes +9 [b]Blurring (su):[/b] Shadow Imps are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight. [b]Flicker (su):[/b] Once per round, a Shadow Imp may teleport 10 feet as a free action. [b]Summon Shadow Demon (sp):[/b]Once per day, a Shadow Imp may attempt to summon another Shadow Imp with a 30% chance of success. [b]Spell-like Abilities:[/b] Caster level 6th. [i]At Will[/i] -- detect magic, invisibility. [i]1/day[/i] -- greater teleport (self plus 50 pounds of objects only), plane shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only). [b]Shadow Hex (su):[/b] Once per minute, a Shadow Imp may cause a stroke of searing blue light to lash across an enemy’s chest. One target within 30 feet must succeed at a Reflex save (DC 13) or take 1d6 points of cold damage per HD of the attacking imp (3d6 for most imps). ---------- I'm on a roll, so Lunar Demons will be coming soon! Featuring... • The Lunar Demon template, with a [i]Sickening Aura[/i] and SR that bounces failed magic back at the caster! • Oyosh-Uf, a modified succubus! • Gor-Uf, a demon of destruction with power over the Earth element! • Chorte-Uf, [i]hasted[/i] demonic swordsmen! • Sheoyn-Uf, swarming spider demons! • Hosten-Uf, semi-corporeal mist demons! [/QUOTE]
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