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Tome of Shadow (Shadow Magic Revitalization)
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<blockquote data-quote="Realms of Chaos" data-source="post: 3732451" data-attributes="member: 54946"><p><strong><u><span style="font-size: 15px">Loress</span></u></strong></p><p><strong>Small Outsider (extraplanar)</strong></p><p><strong>Hit Dice:</strong> 1d8-1 (3 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>Armor class:</strong> 14 (+1 size, +3 deflection)</p><p><strong>Base attack/grapple:</strong> +0/-5</p><p><strong>Attack:</strong> Morningstar +0 melee (1d6-1)</p><p><strong>Full attack:</strong> Morningstar +0 melee (1d6-1)</p><p><strong>Space/reach:</strong> 5 ft./ 5 ft.</p><p><strong>Special attacks:</strong> —</p><p><strong>Special qualities:</strong> AC bonus, Burst of Knowledge, Darkvision 60 ft., Inner Gateway, Outsider Traits</p><p><strong>Saves:</strong> Fort +1, Ref +2, Wis +4</p><p><strong>Abilities:</strong> Str 8, Dex 10, Con 8, Int 17, Wis 14, Cha 11</p><p><strong>Skills:</strong> Knowledge (arcana) +7, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility and royalty) +7, Knowledge (religion) +7, Knowledge (the planes) +10, Search +7</p><p><strong>Feats:</strong> Skill Focus (knowledge [the planes])</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary, Pair, Cognition (2-10), Erudition (20-40), Enlightenment (50-100 plus 1 3rd-level archivist per 20 adults plus 1 6th-level archivist) </p><p><strong>Challenge rating:</strong> 1/3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually Lawful Neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level adjustment:</strong> +1</p><p></p><p><em>the short being appears to have been scrunched. Their large cranium is placed on a small, pale body wearing robes almost comically large for it. Furthermore, the figure before you is hunched over, as if of old age, making them appear shorter still. Their black eyes contain neither iris nor pupil, but appear to see all the same.</em></p><p></p><p>All outsiders originate from ideals. Although most originate from ideals of good and evil or law and chaos, some ideals are simply there, made to carry out purposes having little or nothing to do with morality. The loress are the perfect example. Originally hailing from the outer planes (which one exactly is unknown), they moved to the plane of shadow for reasons known only for themselves. Afterwards, they began their long-running project to collect all known knowledge in existence.</p><p>No deity of knowledge has yet to claim creatorship of the loress, and such deities often pin the blame for the race’s creation on others. Although not particularly good or evil, the loress are particularly bureaucratic (a trait many suspect came after they moved to the plane of shadow), and discovering an individual’s name or the location of the city hall might take as much paperwork as discovering where a long-dead rogue buried their loot. </p><p></p><p><strong>COMBAT</strong></p><p>Although relative noncombatants, the loress will fight to protect their lives and libraries. They are thoughtful combatants, using every tactical advantage given to them.</p><p><strong>AC Bonus:</strong> Loress add their intelligence bonus (if any) as a deflection bonus to their AC.</p><p><strong>Burst of Knowledge (Ex):</strong> The essence of a loress is knowledge and they can burn away at that essence to gain greater insight. By taking 1d4/HD damage and spending one minute in focus, the loress can take 20 on any knowledge check in which they are trained.</p><p><strong>Inner Gate (Su):</strong> As an escape mechanism of sorts, a loress has a small portal to the Plane of Shadow inside of them. As a full round action, a loress can take 1d6/HD damage to teleport to the Plane of Shadows. If the loress dies while not on the plane of shadows, the portal widens, sending the corpse to the plane of shadow and opening a usable portal which lasts 1d4 rounds.</p><p></p><p><strong>LORESS LORE</strong></p><p>Characters who have ranks in Knowledge (the planes) can learn more about loress. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs</p><p><strong>Knowledge (the Planes)</strong></p><p>[CODE][B]DC Results[/B]</p><p>[B]15[/B] The loress are an ancient race of extraplanar lore gatherers, though which plane they originate from is unknown. </p><p>[B]20[/B] The loress have the unique ability to burn through their essence to gain greater insight into the world.</p><p>[B]25[/B] Within each loress is a small portal to the plane of shadow, which they use to escape if something goes wrong, and which briefly opens up if the loress is slain.[/CODE]</p><p></p><p><strong><u><span style="font-size: 15px">Living Mystery</span></u></strong></p><p>Shadow Magic is a very enigmatic form of sorcery. Just when all of its methods appear to have been discovered, it throws another curveball. One of the many mysteries concerning shadow magic are the existence of living mysteries. Occasionally, it appears that mysteries gain a life all their own. As no one has ever witnessed the creation of a living mystery, however, there is a great debate over whether they are creatures based on mysteries or whether the mysteries themselves have gained life.</p><p></p><p><strong><span style="font-size: 15px">Creating a Living Mystery</span></strong></p><p>“Living mystery” is an unusual template, in that is is applied to a mystery rather than a creature. The characteristics of the living mystery are determined by the nature of the mystery/mysteries, including the caster level of the mysteries. The template can be applied to any mystery that creates an area or effect (as long as that effect is not a creature), has a target, or has a range of personal.</p><p><strong>Size and Type:</strong> A living mystery’s size depends on its caster level: 1st-6th is Medium, 7th-12th is Large, 13th or higher is Huge. Its type is ooze.</p><p><strong>Hit Dice:</strong> A living mystery has Hit Dice equal to its caster level. Its Hit Dice are d10s.</p><p><strong>Speed:</strong> A living mystery’s speed depends on its duration. A living mystery with a duration measured in rounds has a speed of 20 feet, a duration measured in minutes has a speed of 40 feet, a duration measured in hours has a speed of 60 feet, and a duration of 24 hours or longer has a speed of 80 feet. A mystery with any other duration has a speed of 20 feet. If two mysteries of different durations combine to make a living spell, the living mystery’s speed is based on the duration of the longer lasting of the parent mysteries</p><p><strong>Attack:</strong> A living mystery gains a slam attack it can use oonce per round. The slam attack deals damage based on the living mystery’s size (see the table below), plus its Strength bonus X 1-1/2, plus an amount of cold damage equal to twice its spell level. A successful slam attack also activates a living mystery’s Mystery Effect and Mysterious Enhancement abilities (see special attacks, below)</p><p></p><p>[CODE][B]Living Mystery Size Slam Damage[/B]</p><p>Medium 1d4</p><p>Large 1d6</p><p>Huge 1d8[/CODE]</p><p></p><p><strong>Special attacks:</strong> A living mystery has three special attacks.</p><p><em>Mystery Effect (Su):</em> A creature hit by a living mystery’s slam attack is subjected to the normal effect of all component, area, effect, and targeted mysteries that it is comprised from. Saves apply normally for the mysteries, the DC is 10 + spell level + Cha modifier. Any attack rolls normally required for such mysteries are disregarded.</p><p><em>Mysterious Enhancement (Su):</em> Whenever a living mystery successfully hits with a slam attack, all component mysteries with range of personal are cast upon the living mystery. In addition, they may either add the highest spell level among mysteries they are based on as a resistance bonus to saving throws or as a deflection bonus to their AC for 1 round/HD.</p><p><em>Engulf (Ex):</em> A living mystery can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures are subject to the full normal effect of the mystery/mysteries each round on the living mystery’s turn, take cold damage as if hit by the living mystery’s slam attack, and are considered to be grappled.</p><p><strong>Special qualities:</strong> A living spell has 4 special qualities.</p><p>—Ooze Traits</p><p>—Damage Reduction 10/magic</p><p>—Fast Healing equal to highest spell level X 2.</p><p>—20% miss chance against all attacks</p><p><strong>Saves:</strong> A living spell has no good saves, as is typical for a creature of the ooze type.</p><p><strong>Abilities:</strong> A living mystery has Strength, Constitution, and Charisma scores equal to 12 + its spell level. Its Dexterity and Wisdom scores are 10 + its spell level. It is mindless, and has no Intelligence score.</p><p><strong>Skills and Feats:</strong> Living Mysteries, being mindless, possess not skills or feats.</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge rating:</strong> A living mystery’s Challenge Rating is equal to the spell level of the highest-level mystery upon which it is based plus one-half its caster level, rounded down, +1 (minimum CR 2). If the living mystery is based on multiple mysteries, increase the CR by one-half the sum of the additional spell levels (minimum increase +1) </p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always Neutral</p><p><strong>Advancement:</strong> —</p><p><strong>Level adjustment:</strong> —</p><p></p><p><strong><span style="font-size: 15px">Killer Shade</span></strong></p><p><strong>Medium Ooze</strong></p><p><strong>Hit Dice:</strong> 5d10+10 (32 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>Armor class:</strong> 11 (+1 Dex), touch 11, flat-footed 10</p><p><strong>Base attack/grapple:</strong> +3/+5</p><p><strong>Attack:</strong> Slam +5 melee (1d4+3 plus 6 cold plus mystery effect plus mysterious enhancement)</p><p><strong>Full attack:</strong> Slam +5 melee (1d4+3 plus 6 cold plus killing shadows plus mysterious enhancement)</p><p><strong>Space/reach:</strong> 5 ft./5 ft.</p><p><strong>Special attacks:</strong> Engulf, killing shadows, mysterious enhancement</p><p><strong>Special qualities:</strong> 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 6, ooze traits</p><p><strong>Saves:</strong> Fort +3, Ref +2, Will +2</p><p><strong>Abilities:</strong> Str 15, Dex 13, Con 15, Int –, Wis 13, Cha 15</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> —</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>A black mass of sludge trudges towards you, seeping fumes up into the air. Every now and again, an eyeball becomes visible before sinking back into the ooze’s depths</em></p><p></p><p>A killer shade is a living <em>killing shadows</em> mystery, unleashing bursts of unearthly energy as it attacks.</p><p></p><p><strong>COMBAT</strong></p><p>A killer shade normally hides in a dark crevasse or similar area, waiting to snatch up anything that gets too close.</p><p><strong>Engulf (Ex):</strong> A killer shade can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 15) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures take 5d8 points of damage (Will DC 15 half), take another 6 cold damage, and are considered to be grappled.</p><p><strong>Killing Shadows (Su):</strong> A creature hit by a killer shade’s slam attack or engulfed b it is dealt 5d8 damage (Will DC 15 half).</p><p><strong>Mysterious Enhancement (Su):</strong> Whenever a creature is hit by a killer shade’s slam attack, the killer shade either gets a +3 resistance bonus on all saving throws or a +3 deflection bonus to AC for 5 rounds.</p><p></p><p><strong><span style="font-size: 15px">Eternal Mass</span></strong></p><p><strong>Large Ooze</strong></p><p><strong>Hit Dice:</strong> 7d10+21 (59 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>Armor class:</strong> 11 (-1 size, +2 Dex)</p><p><strong>Base attack/grapple:</strong> +5/+12</p><p><strong>Attack:</strong> Slam +7 melee (1d6+4 plus 8 cold plus mysterious enhancement)</p><p><strong>Full attack:</strong> Slam +7 melee (1d6+4 plus 8 cold plus mysterious enhancement)</p><p><strong>Space/reach:</strong> 10 ft./10 ft.</p><p><strong>Special attacks:</strong> Engulf, Mysterious Enhancement</p><p><strong>Special qualities:</strong> 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 8, ooze traits</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +4</p><p><strong>Abilities:</strong> Str 16, Dex 14, Con 16, Int –, Wis 14, Cha 16</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge rating:</strong> 8</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> —</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>This bloated, grayish mass, seems to enlarge, calcify, and then shrink back to its normal size as it moves towards you.</em></p><p></p><p>An eternal mass is a living <em>bolster</em>, so named for its ability to withstand huge amounts of punishment. </p><p></p><p><strong>COMBAT</strong></p><p>An eternal mass makes no effort to hide itself, relying on its tremendous resilience to keep itself going.</p><p><strong>Engulf (Ex):</strong> An eternal mass can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 17) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures take 8 cold damage and are considered to be grappled.</p><p><strong>Mysterious Enhancement (Su):</strong> Whenever a creature is hit by an eternal mass’ slam attack, the eternal mass gains 35 temporary hit points (which last for up to 70 minutes) and either gets a +4 resistance bonus on all saving throws or a +4 deflection bonus to AC for 7 rounds.</p><p></p><p><strong><span style="font-size: 15px">Walking Detriment</span></strong></p><p><strong>Huge Ooze</strong></p><p><strong>Hit Dice:</strong>13d10+65 (136 hp)</p><p><strong>Initiative:</strong> +4/+17</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>Armor class:</strong> 12 (-2 size, +4 Dex)</p><p><strong>Base attack/grapple:</strong> +12/+25</p><p><strong>Attack:</strong> Slam +15 melee (1d8+7 plus 14 cold plus greater life fades plus shadow vision plus languor plus mysterious enhancement)</p><p><strong>Full attack:</strong> Slam +15 melee (1d8+7 plus 14 cold plus greater life fades plus shadow vision plus languor plus mysterious enhancement)</p><p><strong>Space/reach:</strong> 15 ft./10 ft.</p><p><strong>Special attacks:</strong> Engulf, greater life fades, languor, mysterious enhancement, shadow vision</p><p><strong>Special qualities:</strong> 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 14, ooze traits</p><p><strong>Saves:</strong> Fort +10, Ref +9, Will +9</p><p><strong>Abilities:</strong> Str 21, Dex 19, Con 21, Int –, Wis 19, Cha 21</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge rating:</strong> 17</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> —</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>The terrific being before you seems to be a mass of half-liquified skulls. As it approaches, you can smell the scent of death in the air.</em></p><p></p><p>A walking detriment is little more than an amalgam of the most harmful mysteries in existence, including <em>greater life fades</em>, <em>languor</em>, and <em>shadow vision</em>.</p><p></p><p><strong>COMBAT</strong></p><p>A living detriment makes no effort to keep itself hidden. It wades across the battlefield, weakening as many as possible but not pressing a fight unless forced to. They are normally content to keep moving in a straight line across the battlefield.</p><p><strong>Engulf (Ex):</strong> A living detriment can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living detriment merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 22) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures are afflicted by their greater life fades, languor, and shadow vision attacks, they take 14 cold damage and are considered to be grappled.</p><p><strong>Greater Life Fades (Su):</strong> A creature hit by a living detriment’s slam attack or engulfed by it take 13d6 nonlethal damage and are exhausted for 13 rounds. If they succeed on a Fortitude save (DC 22), they take half damage and are only fatigued.</p><p><strong>Languor (Su):</strong> A creature hit by a living detriment’s slam attack or engulfed by it must make a will save (DC 20) or suffer the effects of the <em>languor</em> mystery. Although the living detriment may use either version of this mystery, they prefer the <em>slow </em>version.</p><p><strong>Mysterious Enhancement (Su):</strong> Whenever a creature is hit by a living detriment’s slam attack, the living detriment either gets a +7 resistance bonus on all saving throws or a +7 deflection bonus to AC for 13 rounds.</p><p><strong>Shadow Vision (Su): A creature with 3 or more Intelligence hit by a living detriments slam attack or engulfed by it must make a will save (DC 19) or suffer the effects of the <em>shadow vision</em> mystery.</strong></p><p> <strong></strong></p><p><strong><strong>LIVING MYSTERY LORE</strong></strong></p><p><strong>Characters who have ranks in Knowledge (the planes) can learn more about umbral devourers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.</strong></p><p><strong><strong>Knowledge (the Planes)</strong></strong></p><p><strong>[CODE][B]DC Results[/B]</strong></p><p><strong>[B]15[/B] Some mysteries, for reasons unknown to shadow magic users, take on a life of their own.</strong></p><p><strong>[B]20[/B] Living mysteries are surprisingly resilient, resisting many attacks and healing themselves with ease.</strong></p><p><strong>[B]25[/B] A living mystery unleashed their mystery’s normal effect whenever they hit or engulf a foe.[/CODE]</strong></p><p><strong></strong></p><p><strong><strong><u><span style="font-size: 15px">Mockery Creature</span></u></strong></strong></p><p><strong>There are a few strange tails of creatures who wanders off into the plane of shadows and finds a twisted mockery of themselves among their other umbral opponents. Most of these are thought of either as wise proverbs or as the ravings of lunatics and drunkards. The mockeries are out there, and though they are not mobilizing, it is hard to find ease knowing that each man woman child, and beast has a double of them waiting. Even if a Mockery’s double dies, the mockery remains as a twisted testament to their life. Some mockeries imitate individuals, and others exist to mock a race in general</strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Sample Mockery Creature</span>[</strong></strong></p><p><strong><strong>Mockery Goblin, 1st-level Warrior</strong></strong></p><p><strong><strong>Small Humanoid (Goblinoid, Shapechanger)</strong></strong></p><p><strong><strong>Hit Dice:</strong> 1d8+1 (5 hp)</strong></p><p><strong><strong>Initiative:</strong> +1</strong></p><p><strong><strong>Speed:</strong> 40 ft.</strong></p><p><strong><strong>Armor class:</strong> 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 12</strong></p><p><strong><strong>Base attack/grapple:</strong> +1/-3</strong></p><p><strong><strong>Attack:</strong> Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)</strong></p><p><strong><strong>Full attack:</strong> Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)</strong></p><p><strong><strong>Space/reach:</strong> 5 ft./5 ft.</strong></p><p><strong><strong>Special attacks:</strong> —</strong></p><p><strong><strong>Special qualities:</strong> Broken bonds, darkvision 60 ft., damage reduction 10/magic, immortal, immunity to cold and mind affecting effects, morphic anatomy, rejuvenation</strong></p><p><strong><strong>Saves:</strong> Fort +3, Ref +1, Will –1</strong></p><p><strong><strong>Abilities:</strong> Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6</strong></p><p><strong><strong>Skills:</strong> Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2</strong></p><p><strong><strong>Feats:</strong> Alertness</strong></p><p><strong><strong>Environment:</strong> Plane of Shadow</strong></p><p><strong><strong>Organization:</strong> Ebon Gang (4-9), Dark Band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), Warband (10-24 with mockery worg mounts), or umbral tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 mockery worgs, and 2-4 mockery dire wolves)</strong></p><p><strong><strong>Challenge rating:</strong> 3</strong></p><p><strong><strong>Treasure:</strong> Standard</strong></p><p><strong><strong>Alignment:</strong> Any</strong></p><p><strong><strong>Advancement:</strong> By character class</strong></p><p><strong><strong>Level adjustment:</strong> +0</strong></p><p><strong></strong></p><p><strong><em>This little humanoid has a flat face with a broad nose, pointed ears, and a wide mouth filled with small, sharp fangs. Although bipedal its arms hang down almost to its knees. Something about the small being seems off, but it is impossible to tell just what.</em></strong></p><p><strong></strong></p><p><strong><strong>COMBAT</strong></strong></p><p><strong>A mockery goblin fights just like other goblins, with low courage and great numbers. Their nature is rarely made visible unless they use their morphic anatomy ability.</strong></p><p><strong><em>Broken Bonds (Ex):</em> Most mockery goblins spend their entire lives on the plane of shadow, to which they are linked. If they leave the plane, however, the ties that kept them alive are forever broken, causing a slow death in the mockery goblin. Each week, the mockery creature takes 1 constitution damage. In addition, every month, the mockery creature’s constitution is permanently lowered by 1, which cannot be reversed even by a miracle or wish.</strong></p><p><strong><em>Immortal:</em> Mockery goblins do not die of old age.</strong></p><p><strong><em>Morphic Anatomy (Ex):</em> The mockery goblin, despite looking like an imitation of another creature, is truly a morphic shapechanger. As a swift action, they can extend their reach by 5 feet. As a move action, they can fit through gaps as narrow as 1 inch in diameter. As a standard action, they can imitate the <em>alter self</em> spell, except that it affects the mockery goblin regardless of their type and only lasts as long as it is concentrated on. In addition, the mockery goblin is immune to critical hits and sneak attacks </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong><span style="font-size: 15px">Creating a Mockery Creature</span></strong></strong></p><p><strong>”Mockery” is an inherited template that can be added to any living creature or onto any unique or individual creature (referred to hereafter as the base creature).</strong></p><p><strong>A mockery creature uses all the base creature’s statistics and abilities, except as noted here.</strong></p><p><strong><strong>Size and Type:</strong> The mockery creature gains the shapechanger subtype.</strong></p><p><strong><strong>Speed:</strong> Each of the mockery creature’s movement speeds increases by 10 feet.</strong></p><p><strong><strong>Special qualities:</strong> A mockery creature retains all the special qualities of the base creature and also gains the following qualities.</strong></p><p><strong>—Darkvision out to 60 ft.</strong></p><p><strong>—Damage reduction 10/magic</strong></p><p><strong>—Immunity to cold and mind-affecting effects</strong></p><p><strong><em>Broken Bonds (Ex):</em> Most mockery creatures spend their entire lives on the plane of shadow, to which they are linked. If they leave the plane, however, the ties that kept them alive are forever broken, causing a slow death in the mockery creature. Each week, the mockery creature takes 1 constitution damage. In addition, every month, the mockery creature’s constitution is permanently lowered by 1, which cannot be reversed even by a miracle or wish.</strong></p><p><strong><em>Immortal:</em> Mockery creatures do not die of old age.</strong></p><p><strong><em>Morphic Anatomy (Ex):</em> The mockery creature, despite looking like an imitation of another creature, is truly a morphic shapechanger. As a swift action, they can extend their reach by 5 feet. As a move action, they can fit through gaps as narrow as 1 inch in diameter. As a standard action, they can imitate the <em>alter self</em> spell, except that it affects the mockery creature regardless of their type and only lasts as long as it is concentrated on. In addition, the mockery creature is immune to critical hits and sneak attacks </strong></p><p><strong><em>Rejuvenation:</em> Mockery creatures cannot truly die, short of their broken bonds ability, until their original has been killed. If a mockery creature is killed while its original yet lives, it comes back to life with full hit points 1d4 weeks later (if a Mockery Creature is not made as a mockery of a specific creature, assume that they do not rejuvenate).</strong></p><p><strong><strong>Abilities:</strong> Intelligence at least 3.</strong></p><p><strong><strong>Skills:</strong> A Mockery creature gets a +20 racial bonus on disguise checks to look like their original creature (if it is based on an individual).</strong></p><p><strong><strong>Environment:</strong> All Mockery creatures naturally remain on the plane of shadow.</strong></p><p><strong><strong>Challenge Rating:</strong> +2</strong></p><p><strong><strong>Alignment:</strong> Any</strong></p><p><strong><strong>Level adjustment:</strong> —</strong></p><p><strong></strong></p><p><strong><strong>MOCKERY LORE</strong></strong></p><p><strong>Characters who have ranks in Knowledge (the planes) can learn more about mockery creatures. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs</strong></p><p><strong><strong>Knowledge (the Planes)</strong></strong></p><p><strong>[CODE][B]DC Results[/B]</strong></p><p><strong>[B]20[/B] Every race and individual has a twisted mockery of it living somewhere on the plane of shadow.</strong></p><p><strong>[B]25[/B] Although mockeries look like the originals, they are truly morphic shapechangers, made to imitate forms on the material plane.</strong></p><p><strong>[B]30[/B] Mockery creatures can leave the plane of shadow if they must, but doing so dooms them to a slow and painful death.[/CODE]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong><u><span style="font-size: 15px">Shadow Keeper</span></u></strong></strong></p><p><strong><strong>Small Fey</strong></strong></p><p><strong><strong>Hit Dice:</strong> 1d6+1 (4 hp)</strong></p><p><strong><strong>Initiative:</strong> +3</strong></p><p><strong><strong>Speed:</strong> 20 ft.; fly 40 ft. (average)</strong></p><p><strong><strong>Armor class:</strong> 18 (+1 size, +4 deflection, +3 Dex), touch 18, flat-footed 15</strong></p><p><strong><strong>Base attack/grapple:</strong> +0/-5</strong></p><p><strong><strong>Attack:</strong> Shortsword +3 melee (1d4-2) or light crossbow +3 ranged (1d6/19-20) </strong></p><p><strong><strong>Full attack:</strong> Shortsword +3 melee (1d4-2) or light crossbow +3 ranged (1d6/19-20)</strong></p><p><strong><strong>Space/reach:</strong> 5 ft./5 ft.</strong></p><p><strong><strong>Special attacks:</strong> Keeper of Crossroads, Spell-Like Abilities</strong></p><p><strong><strong>Special qualities:</strong> Damage reduction 5/cold iron, light sensitivity, low-light vision, protector of shadows, spell resistance 16</strong></p><p><strong><strong>Saves:</strong> Fort +1, Ref +5, Will +3</strong></p><p><strong><strong>Abilities:</strong> Str 8, Dex 16, Con 12, Int 12, Wis 13, Cha 18</strong></p><p><strong><strong>Skills:</strong> Diplomacy +8, Disguise +8, Hide +7, Knowledge (nature) +5, Move Silently +7, Perform (sing) +8, Sense Motive +5 </strong></p><p><strong><strong>Feats:</strong> Weapon Finesse</strong></p><p><strong><strong>Environment:</strong> Plane of Shadow or Underground</strong></p><p><strong><strong>Organization:</strong> Solitary or Pair</strong></p><p><strong><strong>Challenge rating:</strong> 1</strong></p><p><strong><strong>Treasure:</strong> 50% goods; 50% items</strong></p><p><strong><strong>Alignment:</strong> usually neutral</strong></p><p><strong><strong>Advancement:</strong> 2-4 HD (Small)</strong></p><p><strong><strong>Level adjustment:</strong> +3</strong></p><p><strong></strong></p><p><strong><em>The small being before you looks almost like a miniature elf, with the exception that it possesses dusky skin and a pair of black butterfly wings.</em></strong></p><p><strong></strong></p><p><strong>It is said that long ago, a race of fey were sent from the material plane into the plane of shadow, to bring into it nature and joy. After millennia of failure, however, they returned to find their previous posts taken by new forms of fey. Retreating into self-imposed exile, they returned to the only post left for them, the guarding of darkened places in the world. Unlike most forms of fey, shadow keepers do not gather in groups. Instead, each meditates in isolation, protecting a cavern or area in the plane of shadows, meeting with each other only to mate and raise young or to protect an area of shadow from those who would desecrate it. Though their songs are rare, the few that have been heard speak of the wonders of shadow and solitude. The shadow keepers protect the darkness from those who would dare desecrate it with illumination. They also protect creatures native to that habitat and the area itself, from those who would seek to exploit it.</strong></p><p><strong></strong></p><p><strong><strong>COMBAT</strong></strong></p><p><strong>Shadow keepers are rather inept at combat, hoping to solve problems before they can start, either through diplomacy or, failing that, their keeper of crossroads ability. If a lasting problem does manifest itself, however, it is not uncommon for ten or more shadow keepers to gather. They fight under the cover of shadows, hiding themselves, threatening their opponents with illusions, and peppering their opponents with crossbow bolts or arrows of dusk, should they wish for the confrontation to remain nonlethal.</strong></p><p><strong><strong>Keeper of Crossroads (Su):</strong> Shadow Keepers understand how difficult it is for some to travel without light. Some more understanding Shadow Keepers offer travelers another way to travel without light. Less understanding Shadow Keepers punish travelers for their reliance upon it. A number of times per day equal to their charisma modifier (usually four times each day), a Shadow Keeper can grant a target darkvision out to 60 feet and a +10 bonus on survival checks or deny that target of any darkvision or low-light vision they possess (including superior low-light vision) and impose a –10 penalty on survival checks. Both uses of this ability require a successful touch attack against the target and last until the target is exposed to natural sunlight (but not equally bright light, such as a daylight spell).</strong></p><p><strong><strong>Light Sensitivity (Ex):</strong> Shadow Keepers are dazzled in bright sunlight or within the radius of a daylight spell.</strong></p><p><strong><strong>Protector of Darkness (Su):</strong> While in areas of darkness or shadowy illumination, Shadow Keepers add their charisma bonus (if any) as a deflection bonus to their AC.</strong></p><p><strong><strong>Spell-Like Abilities:</strong> At will—Arrows of Dusk, Black Candle, Trick of the Light (DC 14); 3/day—Dusk and Dawn, False Form, Voices from Nowhere (DC 15); 1/day—Without a Trace. Caster level 8th. The save DCs are Charisma-based.</strong></p><p><strong></strong></p><p><strong><strong>SHADOW KEEPER LORE</strong></strong></p><p><strong>Characters who have ranks in Knowledge (the planes) or Knowledge (nature) can learn more about the shadow keepers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs</strong></p><p><strong><strong>Knowledge (the Planes) or Knowledge (Nature)</strong></strong></p><p><strong>[CODE][B]DC Results[/B]</strong></p><p><strong>[B]15[/B] Shadow keepers are few dedicated to the protection of dark places, both on the material plane and the plane of shadow.</strong></p><p><strong>[B]18[/B] Shadow keepers have the ability to help or hurt those traveling through their homes, depending on their moods, until their target sees the light of sun once more.</strong></p><p><strong>[B]21[/B] Shadow keeper employ a good range of shadow magic, gained from their long protection of darkness.[/CODE]</strong></p><p><strong></strong></p><p><strong><strong><u><span style="font-size: 15px">Shadow Ore Golem</span></u></strong></strong></p><p><strong><strong>Large Construct</strong></strong></p><p><strong><strong>Hit Dice:</strong>12d10+30(96 hp)</strong></p><p><strong><strong>Initiative:</strong> +4</strong></p><p><strong><strong>Speed:</strong> 20 ft.</strong></p><p><strong><strong>Armor class:</strong> 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25</strong></p><p><strong><strong>Base attack/grapple:</strong> +9/+19</strong></p><p><strong><strong>Attack:</strong> Slam +15 melee (2d8+6)</strong></p><p><strong><strong>Full attack:</strong> 2 slams +15 melee (2d8+6)</strong></p><p><strong><strong>Space/reach:</strong> 10 ft./20 ft.</strong></p><p><strong><strong>Special attacks:</strong> Wraith Strike</strong></p><p><strong><strong>Special qualities:</strong> Adaptive body, construct traits, damage reduction 10/adamantine, darkvision 60 ft., fast healing 10, hide in plain sight, immunity to magic, light vulnerability, low-light vision, shadow blend, slight build, unreliable</strong></p><p><strong><strong>Saves:</strong> Fort +4, Ref +8, Will +4</strong></p><p><strong><strong>Abilities:</strong> Str 22, Dex 18, Con —, Int —, Wis 11, Cha 1</strong></p><p><strong><strong>Skills:</strong> Hide +20, Move Silently +24</strong></p><p><strong><strong>Feats:</strong> Combat Reflexes</strong></p><p><strong><strong>Environment:</strong> Any</strong></p><p><strong><strong>Organization:</strong> Solitary or Gang (2-4)</strong></p><p><strong><strong>Challenge rating:</strong> 11</strong></p><p><strong><strong>Treasure:</strong> None</strong></p><p><strong><strong>Alignment:</strong> Always Neutral</strong></p><p><strong><strong>Advancement:</strong> 15-20 (Large); 21-32 (Huge)</strong></p><p><strong><strong>Level adjustment:</strong> –</strong></p><p><strong></strong></p><p><strong><em>This automaton is barely comparable to the iron or flesh golems in stories. The figure appears to be composed of loose, black stones, floating near each other in a roughly humanoid pattern. A dark mist seems to fill the space between the stones.</em></strong></p><p><strong></strong></p><p><strong>Shadow ore golems are semi-reliable guardians first created on the plane of shadow. They are created from loose chunks of shadow ore, kept coherent by bonds of shadow between them. They are often kept in areas of darkness, where they are most effective.</strong></p><p><strong></strong></p><p><strong><strong>COMBAT</strong></strong></p><p><strong>Shadow Ore Golems are normally ordered to wait in shadows until an intruder approaches. Then, they strike out from cover, striking their foes and occasionally hiding back within the shadows.</strong></p><p><strong><strong>Adaptive Body (Ex):</strong> Whenever a Shadow Ore Golem is hit by a weapon crafted of a special material, the Shadow Ore Golem’s slam attacks are treated as being crafted of that material for 1d4 rounds. Their slam attacks may be treated as multiple special materials, for this purpose.</strong></p><p><strong><strong>Hide in Plain Sight (Ex):</strong> A shadow ore golem can make hide checks without cover or concealment or while observed as long as they do so within 10 feet of shadowy illumination or darkness.</strong></p><p><strong><strong>Immunity to Magic (Ex):</strong> A shadow ore golem is immune to any spell or spell-like ability that allows spell resistance.</strong></p><p><strong><strong>Light Vulnerability (Ex):</strong> A shadow ore golem in an area of sunlight or within the radius of a sunlight spell loses their fast healing, hide in plain sight, slight build, and wraithstrike abilities, and has their reach halved</strong></p><p><strong><strong>Shadow Blend (Ex):</strong> while not in an area of bright light, a shadow ore golem gains concealment.</strong></p><p><strong><strong>Slight Build (Ex):</strong> much of a shadow ore golem’s area is taken up by insubstantial bonds between the chunks of shadow ore. By compressing the ore together, shadow ore golems can fit through areas as if they were up to two size categories smaller</strong></p><p><strong><strong>Unreliable (Ex):</strong> as the famed creators of automatons (MMII) have learned, shadow is a much less reliable power source than an elemental spirit. Therefore, at the beginning of each round, there is a chance that the shadow ore golem is unable to keep up with the events of the previous round, rendering it dazed and flat-footed for that round. The exact odds of this happening are determined by light conditions, as dictated below.</strong></p><p><strong>[CODE][B]Light condition % chance[/B]</strong></p><p><strong>Darkness 10%</strong></p><p><strong>Shadowy 25%</strong></p><p><strong>Bright Light 50%[/CODE]</strong></p><p><strong><strong>Wraith Strike (Su):</strong> As a swift action, a shadow ore golem can turn all slam attacks made for the rest of the round into melee touch attacks. The shadow ore golem does not add their strength modifier to the attack or damage rolls of such attacks. Once this ability has been used, it cannot be used again for 1d4 rounds.</strong></p><p><strong><strong>Skills and Feats:</strong> A shadow ore golem gains a +20 racial bonus on hide and move silently checks and gains combat reflexes as a bonus feat.</strong></p><p><strong></strong></p><p><strong><strong>SHADOW ORE GOLEM LORE</strong></strong></p><p><strong>Characters who have ranks in Knowledge (the planes) can learn more about shadow ore golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs</strong></p><p><strong><strong>Knowledge (the Planes)</strong></strong></p><p><strong>[CODE][B]DC Results[/B]</strong></p><p><strong>[B]15[/B] Shadow ore golems possess unnatural stealth capabilities, hiding with little or no darkness available.</strong></p><p><strong>[B]20[/B] Shadow ore golems have much longer reach than one would expect, imitate any special materials struck with, and can bypass armor.</strong></p><p><strong>[B]25[/B] Despite their many defenses, the animating force of a shadow ore golem is unreliable, especially in bright light.[/CODE]</strong></p><p><strong></strong></p><p><strong><strong>CONSTRUCTION</strong></strong></p><p><strong>I don’t know the equation for calculating the cost of the shadow ore golem, but if someone could provide me with such an equation, I would be more than pleased to write this down.</strong></p><p><strong></strong></p><p><strong><strong><u><span style="font-size: 15px">Shadow Phantom</span></u></strong></strong></p><p><strong><strong>Medium Abberation (incorporeal, shapechanger)</strong></strong></p><p><strong><strong>Hit Dice:</strong> 10d8+20 (65 hp)</strong></p><p><strong><strong>Initiative:</strong> +2</strong></p><p><strong><strong>Speed:</strong> Fly 30 ft. (perfect)</strong></p><p><strong><strong>Armor class:</strong> 15 (+3 deflection, +2 Dex), touch 15, flat-footed 13</strong></p><p><strong><strong>Base attack/grapple:</strong> +7/—</strong></p><p><strong><strong>Attack:</strong> incorporeal touch +9 melee (1d6)</strong></p><p><strong><strong>Full attack:</strong> 2 incorporeal touches +9/+4 melee (1d6)</strong></p><p><strong><strong>Space/reach:</strong> 5 ft./5 ft.</strong></p><p><strong><strong>Special attacks:</strong>Baleful Translocation, Final Surprise</strong></p><p><strong><strong>Special qualities:</strong> Amorphous, Borrowed Form, Incorporeal Traits, Instant Movement, Veil of Corporeality</strong></p><p><strong><strong>Saves:</strong> Fort +5, Ref +5, Will +8</strong></p><p><strong><strong>Abilities:</strong> Str –, Dex 15, Con 14, Int 12, Wis 13, Cha 16</strong></p><p><strong><strong>Skills:</strong> Bluff +16, Disguise +18, Listen +10, Spot +9 </strong></p><p><strong><strong>Feats:</strong> Alertness, Deceitful, Flyby Attack, Improved Initiative,</strong></p><p><strong><strong>Environment:</strong> Plane of Shadow</strong></p><p><strong><strong>Organization:</strong> Solitary, pair, or mockery (2-4)</strong></p><p><strong><strong>Challenge rating:</strong> 5</strong></p><p><strong><strong>Treasure:</strong> None</strong></p><p><strong><strong>Alignment:</strong> Always Neutral Evil</strong></p><p><strong><strong>Advancement:</strong> 11-20 HD (Medium) </strong></p><p><strong><strong>Level adjustment:</strong> —</strong></p><p><strong></strong></p><p><strong><em>A wisp of insubstantial shadow glides steadily towards you.</em></strong></p><p><strong></strong></p><p><strong>On the plane of shadow, some visitors have visited warped versions of familiar sights and heard the shouts of loved ones. The unlucky ones have run into a more difficult obstacle, themselves. Although not truly a copy of an individual, shadow phantoms populate the shadowy mockeries of inhabited areas, playing the “roles” of typical creatures, despite their incorporeal state. Whenever they pass through another creature, they become the perfect imitation, fooling both simple and magical tests.</strong></p><p><strong></strong></p><p><strong><strong>COMBAT</strong></strong></p><p><strong>A battle with a shadow phantom almost invariably starts with it rising up from the ground, passing through another party member (and making a touch attack against them using flyby attack), and then “walking” forward, making the one that lags behind look like a copy.</strong></p><p><strong><strong>Amorphous (Ex):</strong> A shadow phantom is immune to extra damage from critical hits and sneak attack.</strong></p><p><strong><strong>Baleful Translocation (Su):</strong> As a free action, a shadow phantom can attempt to switch locations with another creature up to 100 ft. away. This attempt is thwarted if the target to be switched with succeeds on a DC 18 will save. Regardless of success or failure, another attempt may not be made for 1d4 rounds.</strong></p><p><strong><strong>Borrowed Form (Su):</strong> Whenever a shadow phantom passes through the square of a target within one size category of themselves, they instantly take the appearance of that creature. This illusion covers visual, auditory, olfactory, tactile, and thermal components (but the illusion of the new form cannot cause any damage that the shadow phantom cannot) of both it and any items carried. Furthermore, the shadow phantom learns all languages known by the target for as long as they remain in that form. Any attempts to discern the original from the fake via divination reveals them both to have the same alignment, thoughts, and items (the shadow phantom, however, has access to none of this information). A true seeing spell reveals the shadow phantom for what it is. Any item copied in this way is nonfunctional (a sword, for instance, can still be used, but will only deal the normal 1d6 touch attack damage).</strong></p><p><strong><strong>Final Surprise (Su):</strong> When slain, a shadow phantom can make a final melee touch attack against any adjacent foe as an immediate action. If it succeeds, the touched target suffers the effects of the phantasmal killer spell (Save DC 18).</strong></p><p><strong><strong>Instant Movement (Ex):</strong> Whenever another creature moves through the shadow phantom’s space, the shadow phantom may make a move action as an immediate action as soon as the other creature occupies their space (their appearance is copied by the borrowed form ability).</strong></p><p><strong><strong>Veil of Corporeality (Ex):</strong> A shadow phantom truly appears to be corporeal. They can walk (and make appropriate sounds for walking), have tactile and thermal aspects included in their disguise, and can will their disguise to appear injured if appropriate. No spot or listen check can discern that the shadow phantom is truly incorporeal (although they may still see through the disguise).</strong></p><p><strong><strong>Skills:</strong> A shadow phantom has a +10 racial bonus on disguise checks while using the borrowed form ability.</strong></p><p><strong></strong></p><p><strong><strong>SHADOW PHANTOM LORE</strong></strong></p><p><strong>Characters who have ranks in Knowledge (the planes) can learn more about shadow phantoms. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs</strong></p><p><strong><strong>Knowledge (the Planes)</strong></strong></p><p><strong>[CODE][B]DC Results[/B]</strong></p><p><strong>[B]18[/B] Shadow phantoms are particularly effective incorporeal shapechangers, native to the plane of shadow.</strong></p><p><strong>[B]21[/B] A shadow phantom’s disguise is almost complete, fooling mundane experimentation and even most divination spells.</strong></p><p><strong>[B]25[/B] A shadow phantom leaves one last surprise when slain, an illusion meant to frighten its killer to death.</strong></p><p><strong>[B]28[/B] The only flaw in a shadow phantom’s disguise is its inability to read its target’s mind or access its thoughts.[/CODE]</strong></p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732451, member: 54946"] [B][U][SIZE="4"]Loress[/SIZE][/U][/B] [B]Small Outsider (extraplanar)[/B] [B]Hit Dice:[/B] 1d8-1 (3 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 20 ft. [B]Armor class:[/B] 14 (+1 size, +3 deflection) [B]Base attack/grapple:[/B] +0/-5 [B]Attack:[/B] Morningstar +0 melee (1d6-1) [B]Full attack:[/B] Morningstar +0 melee (1d6-1) [B]Space/reach:[/B] 5 ft./ 5 ft. [B]Special attacks:[/B] — [B]Special qualities:[/B] AC bonus, Burst of Knowledge, Darkvision 60 ft., Inner Gateway, Outsider Traits [B]Saves:[/B] Fort +1, Ref +2, Wis +4 [B]Abilities:[/B] Str 8, Dex 10, Con 8, Int 17, Wis 14, Cha 11 [B]Skills:[/B] Knowledge (arcana) +7, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility and royalty) +7, Knowledge (religion) +7, Knowledge (the planes) +10, Search +7 [B]Feats:[/B] Skill Focus (knowledge [the planes]) [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary, Pair, Cognition (2-10), Erudition (20-40), Enlightenment (50-100 plus 1 3rd-level archivist per 20 adults plus 1 6th-level archivist) [B]Challenge rating:[/B] 1/3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually Lawful Neutral [B]Advancement:[/B] By character class [B]Level adjustment:[/B] +1 [I]the short being appears to have been scrunched. Their large cranium is placed on a small, pale body wearing robes almost comically large for it. Furthermore, the figure before you is hunched over, as if of old age, making them appear shorter still. Their black eyes contain neither iris nor pupil, but appear to see all the same.[/I] All outsiders originate from ideals. Although most originate from ideals of good and evil or law and chaos, some ideals are simply there, made to carry out purposes having little or nothing to do with morality. The loress are the perfect example. Originally hailing from the outer planes (which one exactly is unknown), they moved to the plane of shadow for reasons known only for themselves. Afterwards, they began their long-running project to collect all known knowledge in existence. No deity of knowledge has yet to claim creatorship of the loress, and such deities often pin the blame for the race’s creation on others. Although not particularly good or evil, the loress are particularly bureaucratic (a trait many suspect came after they moved to the plane of shadow), and discovering an individual’s name or the location of the city hall might take as much paperwork as discovering where a long-dead rogue buried their loot. [B]COMBAT[/B] Although relative noncombatants, the loress will fight to protect their lives and libraries. They are thoughtful combatants, using every tactical advantage given to them. [B]AC Bonus:[/B] Loress add their intelligence bonus (if any) as a deflection bonus to their AC. [B]Burst of Knowledge (Ex):[/B] The essence of a loress is knowledge and they can burn away at that essence to gain greater insight. By taking 1d4/HD damage and spending one minute in focus, the loress can take 20 on any knowledge check in which they are trained. [B]Inner Gate (Su):[/B] As an escape mechanism of sorts, a loress has a small portal to the Plane of Shadow inside of them. As a full round action, a loress can take 1d6/HD damage to teleport to the Plane of Shadows. If the loress dies while not on the plane of shadows, the portal widens, sending the corpse to the plane of shadow and opening a usable portal which lasts 1d4 rounds. [B]LORESS LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about loress. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs [B]Knowledge (the Planes)[/B] [CODE][B]DC Results[/B] [B]15[/B] The loress are an ancient race of extraplanar lore gatherers, though which plane they originate from is unknown. [B]20[/B] The loress have the unique ability to burn through their essence to gain greater insight into the world. [B]25[/B] Within each loress is a small portal to the plane of shadow, which they use to escape if something goes wrong, and which briefly opens up if the loress is slain.[/CODE] [B][U][SIZE="4"]Living Mystery[/SIZE][/U][/B] Shadow Magic is a very enigmatic form of sorcery. Just when all of its methods appear to have been discovered, it throws another curveball. One of the many mysteries concerning shadow magic are the existence of living mysteries. Occasionally, it appears that mysteries gain a life all their own. As no one has ever witnessed the creation of a living mystery, however, there is a great debate over whether they are creatures based on mysteries or whether the mysteries themselves have gained life. [B][SIZE="4"]Creating a Living Mystery[/SIZE][/B] “Living mystery” is an unusual template, in that is is applied to a mystery rather than a creature. The characteristics of the living mystery are determined by the nature of the mystery/mysteries, including the caster level of the mysteries. The template can be applied to any mystery that creates an area or effect (as long as that effect is not a creature), has a target, or has a range of personal. [B]Size and Type:[/B] A living mystery’s size depends on its caster level: 1st-6th is Medium, 7th-12th is Large, 13th or higher is Huge. Its type is ooze. [B]Hit Dice:[/B] A living mystery has Hit Dice equal to its caster level. Its Hit Dice are d10s. [B]Speed:[/B] A living mystery’s speed depends on its duration. A living mystery with a duration measured in rounds has a speed of 20 feet, a duration measured in minutes has a speed of 40 feet, a duration measured in hours has a speed of 60 feet, and a duration of 24 hours or longer has a speed of 80 feet. A mystery with any other duration has a speed of 20 feet. If two mysteries of different durations combine to make a living spell, the living mystery’s speed is based on the duration of the longer lasting of the parent mysteries [B]Attack:[/B] A living mystery gains a slam attack it can use oonce per round. The slam attack deals damage based on the living mystery’s size (see the table below), plus its Strength bonus X 1-1/2, plus an amount of cold damage equal to twice its spell level. A successful slam attack also activates a living mystery’s Mystery Effect and Mysterious Enhancement abilities (see special attacks, below) [CODE][B]Living Mystery Size Slam Damage[/B] Medium 1d4 Large 1d6 Huge 1d8[/CODE] [B]Special attacks:[/B] A living mystery has three special attacks. [I]Mystery Effect (Su):[/I] A creature hit by a living mystery’s slam attack is subjected to the normal effect of all component, area, effect, and targeted mysteries that it is comprised from. Saves apply normally for the mysteries, the DC is 10 + spell level + Cha modifier. Any attack rolls normally required for such mysteries are disregarded. [I]Mysterious Enhancement (Su):[/I] Whenever a living mystery successfully hits with a slam attack, all component mysteries with range of personal are cast upon the living mystery. In addition, they may either add the highest spell level among mysteries they are based on as a resistance bonus to saving throws or as a deflection bonus to their AC for 1 round/HD. [I]Engulf (Ex):[/I] A living mystery can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures are subject to the full normal effect of the mystery/mysteries each round on the living mystery’s turn, take cold damage as if hit by the living mystery’s slam attack, and are considered to be grappled. [B]Special qualities:[/B] A living spell has 4 special qualities. —Ooze Traits —Damage Reduction 10/magic —Fast Healing equal to highest spell level X 2. —20% miss chance against all attacks [B]Saves:[/B] A living spell has no good saves, as is typical for a creature of the ooze type. [B]Abilities:[/B] A living mystery has Strength, Constitution, and Charisma scores equal to 12 + its spell level. Its Dexterity and Wisdom scores are 10 + its spell level. It is mindless, and has no Intelligence score. [B]Skills and Feats:[/B] Living Mysteries, being mindless, possess not skills or feats. [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] A living mystery’s Challenge Rating is equal to the spell level of the highest-level mystery upon which it is based plus one-half its caster level, rounded down, +1 (minimum CR 2). If the living mystery is based on multiple mysteries, increase the CR by one-half the sum of the additional spell levels (minimum increase +1) [B]Treasure:[/B] None [B]Alignment:[/B] Always Neutral [B]Advancement:[/B] — [B]Level adjustment:[/B] — [B][SIZE="4"]Killer Shade[/SIZE][/B] [B]Medium Ooze[/B] [B]Hit Dice:[/B] 5d10+10 (32 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 20 ft. [B]Armor class:[/B] 11 (+1 Dex), touch 11, flat-footed 10 [B]Base attack/grapple:[/B] +3/+5 [B]Attack:[/B] Slam +5 melee (1d4+3 plus 6 cold plus mystery effect plus mysterious enhancement) [B]Full attack:[/B] Slam +5 melee (1d4+3 plus 6 cold plus killing shadows plus mysterious enhancement) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B] Engulf, killing shadows, mysterious enhancement [B]Special qualities:[/B] 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 6, ooze traits [B]Saves:[/B] Fort +3, Ref +2, Will +2 [B]Abilities:[/B] Str 15, Dex 13, Con 15, Int –, Wis 13, Cha 15 [B]Skills:[/B] — [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] 6 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] — [B]Level adjustment:[/B] — [I]A black mass of sludge trudges towards you, seeping fumes up into the air. Every now and again, an eyeball becomes visible before sinking back into the ooze’s depths[/I] A killer shade is a living [I]killing shadows[/I] mystery, unleashing bursts of unearthly energy as it attacks. [B]COMBAT[/B] A killer shade normally hides in a dark crevasse or similar area, waiting to snatch up anything that gets too close. [B]Engulf (Ex):[/B] A killer shade can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 15) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures take 5d8 points of damage (Will DC 15 half), take another 6 cold damage, and are considered to be grappled. [B]Killing Shadows (Su):[/B] A creature hit by a killer shade’s slam attack or engulfed b it is dealt 5d8 damage (Will DC 15 half). [B]Mysterious Enhancement (Su):[/B] Whenever a creature is hit by a killer shade’s slam attack, the killer shade either gets a +3 resistance bonus on all saving throws or a +3 deflection bonus to AC for 5 rounds. [B][SIZE="4"]Eternal Mass[/SIZE][/B] [B]Large Ooze[/B] [B]Hit Dice:[/B] 7d10+21 (59 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 20 ft. [B]Armor class:[/B] 11 (-1 size, +2 Dex) [B]Base attack/grapple:[/B] +5/+12 [B]Attack:[/B] Slam +7 melee (1d6+4 plus 8 cold plus mysterious enhancement) [B]Full attack:[/B] Slam +7 melee (1d6+4 plus 8 cold plus mysterious enhancement) [B]Space/reach:[/B] 10 ft./10 ft. [B]Special attacks:[/B] Engulf, Mysterious Enhancement [B]Special qualities:[/B] 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 8, ooze traits [B]Saves:[/B] Fort +5, Ref +4, Will +4 [B]Abilities:[/B] Str 16, Dex 14, Con 16, Int –, Wis 14, Cha 16 [B]Skills:[/B] — [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] 8 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] — [B]Level adjustment:[/B] — [I]This bloated, grayish mass, seems to enlarge, calcify, and then shrink back to its normal size as it moves towards you.[/I] An eternal mass is a living [I]bolster[/I], so named for its ability to withstand huge amounts of punishment. [B]COMBAT[/B] An eternal mass makes no effort to hide itself, relying on its tremendous resilience to keep itself going. [B]Engulf (Ex):[/B] An eternal mass can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 17) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures take 8 cold damage and are considered to be grappled. [B]Mysterious Enhancement (Su):[/B] Whenever a creature is hit by an eternal mass’ slam attack, the eternal mass gains 35 temporary hit points (which last for up to 70 minutes) and either gets a +4 resistance bonus on all saving throws or a +4 deflection bonus to AC for 7 rounds. [B][SIZE="4"]Walking Detriment[/SIZE][/B] [B]Huge Ooze[/B] [B]Hit Dice:[/B]13d10+65 (136 hp) [B]Initiative:[/B] +4/+17 [B]Speed:[/B] 20 ft. [B]Armor class:[/B] 12 (-2 size, +4 Dex) [B]Base attack/grapple:[/B] +12/+25 [B]Attack:[/B] Slam +15 melee (1d8+7 plus 14 cold plus greater life fades plus shadow vision plus languor plus mysterious enhancement) [B]Full attack:[/B] Slam +15 melee (1d8+7 plus 14 cold plus greater life fades plus shadow vision plus languor plus mysterious enhancement) [B]Space/reach:[/B] 15 ft./10 ft. [B]Special attacks:[/B] Engulf, greater life fades, languor, mysterious enhancement, shadow vision [B]Special qualities:[/B] 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 14, ooze traits [B]Saves:[/B] Fort +10, Ref +9, Will +9 [B]Abilities:[/B] Str 21, Dex 19, Con 21, Int –, Wis 19, Cha 21 [B]Skills:[/B] — [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] 17 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] — [B]Level adjustment:[/B] — [I]The terrific being before you seems to be a mass of half-liquified skulls. As it approaches, you can smell the scent of death in the air.[/I] A walking detriment is little more than an amalgam of the most harmful mysteries in existence, including [I]greater life fades[/I], [I]languor[/I], and [I]shadow vision[/I]. [B]COMBAT[/B] A living detriment makes no effort to keep itself hidden. It wades across the battlefield, weakening as many as possible but not pressing a fight unless forced to. They are normally content to keep moving in a straight line across the battlefield. [B]Engulf (Ex):[/B] A living detriment can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living detriment merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 22) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures are afflicted by their greater life fades, languor, and shadow vision attacks, they take 14 cold damage and are considered to be grappled. [B]Greater Life Fades (Su):[/B] A creature hit by a living detriment’s slam attack or engulfed by it take 13d6 nonlethal damage and are exhausted for 13 rounds. If they succeed on a Fortitude save (DC 22), they take half damage and are only fatigued. [B]Languor (Su):[/B] A creature hit by a living detriment’s slam attack or engulfed by it must make a will save (DC 20) or suffer the effects of the [I]languor[/I] mystery. Although the living detriment may use either version of this mystery, they prefer the [I]slow [/I]version. [B]Mysterious Enhancement (Su):[/B] Whenever a creature is hit by a living detriment’s slam attack, the living detriment either gets a +7 resistance bonus on all saving throws or a +7 deflection bonus to AC for 13 rounds. [B]Shadow Vision (Su): A creature with 3 or more Intelligence hit by a living detriments slam attack or engulfed by it must make a will save (DC 19) or suffer the effects of the [I]shadow vision[/I] mystery. [B]LIVING MYSTERY LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about umbral devourers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. [B]Knowledge (the Planes)[/B] [CODE][B]DC Results[/B] [B]15[/B] Some mysteries, for reasons unknown to shadow magic users, take on a life of their own. [B]20[/B] Living mysteries are surprisingly resilient, resisting many attacks and healing themselves with ease. [B]25[/B] A living mystery unleashed their mystery’s normal effect whenever they hit or engulf a foe.[/CODE] [B][U][SIZE="4"]Mockery Creature[/SIZE][/U][/B] There are a few strange tails of creatures who wanders off into the plane of shadows and finds a twisted mockery of themselves among their other umbral opponents. Most of these are thought of either as wise proverbs or as the ravings of lunatics and drunkards. The mockeries are out there, and though they are not mobilizing, it is hard to find ease knowing that each man woman child, and beast has a double of them waiting. Even if a Mockery’s double dies, the mockery remains as a twisted testament to their life. Some mockeries imitate individuals, and others exist to mock a race in general [B][SIZE="4"]Sample Mockery Creature[/SIZE][[/B] [B]Mockery Goblin, 1st-level Warrior[/B] [B]Small Humanoid (Goblinoid, Shapechanger)[/B] [B]Hit Dice:[/B] 1d8+1 (5 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 40 ft. [B]Armor class:[/B] 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 12 [B]Base attack/grapple:[/B] +1/-3 [B]Attack:[/B] Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) [B]Full attack:[/B] Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B] — [B]Special qualities:[/B] Broken bonds, darkvision 60 ft., damage reduction 10/magic, immortal, immunity to cold and mind affecting effects, morphic anatomy, rejuvenation [B]Saves:[/B] Fort +3, Ref +1, Will –1 [B]Abilities:[/B] Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 [B]Skills:[/B] Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 [B]Feats:[/B] Alertness [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Ebon Gang (4-9), Dark Band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), Warband (10-24 with mockery worg mounts), or umbral tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 mockery worgs, and 2-4 mockery dire wolves) [B]Challenge rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Any [B]Advancement:[/B] By character class [B]Level adjustment:[/B] +0 [I]This little humanoid has a flat face with a broad nose, pointed ears, and a wide mouth filled with small, sharp fangs. Although bipedal its arms hang down almost to its knees. Something about the small being seems off, but it is impossible to tell just what.[/I] [B]COMBAT[/B] A mockery goblin fights just like other goblins, with low courage and great numbers. Their nature is rarely made visible unless they use their morphic anatomy ability. [I]Broken Bonds (Ex):[/I] Most mockery goblins spend their entire lives on the plane of shadow, to which they are linked. If they leave the plane, however, the ties that kept them alive are forever broken, causing a slow death in the mockery goblin. Each week, the mockery creature takes 1 constitution damage. In addition, every month, the mockery creature’s constitution is permanently lowered by 1, which cannot be reversed even by a miracle or wish. [I]Immortal:[/I] Mockery goblins do not die of old age. [I]Morphic Anatomy (Ex):[/I] The mockery goblin, despite looking like an imitation of another creature, is truly a morphic shapechanger. As a swift action, they can extend their reach by 5 feet. As a move action, they can fit through gaps as narrow as 1 inch in diameter. As a standard action, they can imitate the [I]alter self[/I] spell, except that it affects the mockery goblin regardless of their type and only lasts as long as it is concentrated on. In addition, the mockery goblin is immune to critical hits and sneak attacks [B][SIZE="4"]Creating a Mockery Creature[/SIZE][/B] ”Mockery” is an inherited template that can be added to any living creature or onto any unique or individual creature (referred to hereafter as the base creature). A mockery creature uses all the base creature’s statistics and abilities, except as noted here. [B]Size and Type:[/B] The mockery creature gains the shapechanger subtype. [B]Speed:[/B] Each of the mockery creature’s movement speeds increases by 10 feet. [B]Special qualities:[/B] A mockery creature retains all the special qualities of the base creature and also gains the following qualities. —Darkvision out to 60 ft. —Damage reduction 10/magic —Immunity to cold and mind-affecting effects [I]Broken Bonds (Ex):[/I] Most mockery creatures spend their entire lives on the plane of shadow, to which they are linked. If they leave the plane, however, the ties that kept them alive are forever broken, causing a slow death in the mockery creature. Each week, the mockery creature takes 1 constitution damage. In addition, every month, the mockery creature’s constitution is permanently lowered by 1, which cannot be reversed even by a miracle or wish. [I]Immortal:[/I] Mockery creatures do not die of old age. [I]Morphic Anatomy (Ex):[/I] The mockery creature, despite looking like an imitation of another creature, is truly a morphic shapechanger. As a swift action, they can extend their reach by 5 feet. As a move action, they can fit through gaps as narrow as 1 inch in diameter. As a standard action, they can imitate the [I]alter self[/I] spell, except that it affects the mockery creature regardless of their type and only lasts as long as it is concentrated on. In addition, the mockery creature is immune to critical hits and sneak attacks [I]Rejuvenation:[/I] Mockery creatures cannot truly die, short of their broken bonds ability, until their original has been killed. If a mockery creature is killed while its original yet lives, it comes back to life with full hit points 1d4 weeks later (if a Mockery Creature is not made as a mockery of a specific creature, assume that they do not rejuvenate). [B]Abilities:[/B] Intelligence at least 3. [B]Skills:[/B] A Mockery creature gets a +20 racial bonus on disguise checks to look like their original creature (if it is based on an individual). [B]Environment:[/B] All Mockery creatures naturally remain on the plane of shadow. [B]Challenge Rating:[/B] +2 [B]Alignment:[/B] Any [B]Level adjustment:[/B] — [B]MOCKERY LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about mockery creatures. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs [B]Knowledge (the Planes)[/B] [CODE][B]DC Results[/B] [B]20[/B] Every race and individual has a twisted mockery of it living somewhere on the plane of shadow. [B]25[/B] Although mockeries look like the originals, they are truly morphic shapechangers, made to imitate forms on the material plane. [B]30[/B] Mockery creatures can leave the plane of shadow if they must, but doing so dooms them to a slow and painful death.[/CODE] [B][U][SIZE="4"]Shadow Keeper[/SIZE][/U][/B] [B]Small Fey[/B] [B]Hit Dice:[/B] 1d6+1 (4 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 20 ft.; fly 40 ft. (average) [B]Armor class:[/B] 18 (+1 size, +4 deflection, +3 Dex), touch 18, flat-footed 15 [B]Base attack/grapple:[/B] +0/-5 [B]Attack:[/B] Shortsword +3 melee (1d4-2) or light crossbow +3 ranged (1d6/19-20) [B]Full attack:[/B] Shortsword +3 melee (1d4-2) or light crossbow +3 ranged (1d6/19-20) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B] Keeper of Crossroads, Spell-Like Abilities [B]Special qualities:[/B] Damage reduction 5/cold iron, light sensitivity, low-light vision, protector of shadows, spell resistance 16 [B]Saves:[/B] Fort +1, Ref +5, Will +3 [B]Abilities:[/B] Str 8, Dex 16, Con 12, Int 12, Wis 13, Cha 18 [B]Skills:[/B] Diplomacy +8, Disguise +8, Hide +7, Knowledge (nature) +5, Move Silently +7, Perform (sing) +8, Sense Motive +5 [B]Feats:[/B] Weapon Finesse [B]Environment:[/B] Plane of Shadow or Underground [B]Organization:[/B] Solitary or Pair [B]Challenge rating:[/B] 1 [B]Treasure:[/B] 50% goods; 50% items [B]Alignment:[/B] usually neutral [B]Advancement:[/B] 2-4 HD (Small) [B]Level adjustment:[/B] +3 [I]The small being before you looks almost like a miniature elf, with the exception that it possesses dusky skin and a pair of black butterfly wings.[/I] It is said that long ago, a race of fey were sent from the material plane into the plane of shadow, to bring into it nature and joy. After millennia of failure, however, they returned to find their previous posts taken by new forms of fey. Retreating into self-imposed exile, they returned to the only post left for them, the guarding of darkened places in the world. Unlike most forms of fey, shadow keepers do not gather in groups. Instead, each meditates in isolation, protecting a cavern or area in the plane of shadows, meeting with each other only to mate and raise young or to protect an area of shadow from those who would desecrate it. Though their songs are rare, the few that have been heard speak of the wonders of shadow and solitude. The shadow keepers protect the darkness from those who would dare desecrate it with illumination. They also protect creatures native to that habitat and the area itself, from those who would seek to exploit it. [B]COMBAT[/B] Shadow keepers are rather inept at combat, hoping to solve problems before they can start, either through diplomacy or, failing that, their keeper of crossroads ability. If a lasting problem does manifest itself, however, it is not uncommon for ten or more shadow keepers to gather. They fight under the cover of shadows, hiding themselves, threatening their opponents with illusions, and peppering their opponents with crossbow bolts or arrows of dusk, should they wish for the confrontation to remain nonlethal. [B]Keeper of Crossroads (Su):[/B] Shadow Keepers understand how difficult it is for some to travel without light. Some more understanding Shadow Keepers offer travelers another way to travel without light. Less understanding Shadow Keepers punish travelers for their reliance upon it. A number of times per day equal to their charisma modifier (usually four times each day), a Shadow Keeper can grant a target darkvision out to 60 feet and a +10 bonus on survival checks or deny that target of any darkvision or low-light vision they possess (including superior low-light vision) and impose a –10 penalty on survival checks. Both uses of this ability require a successful touch attack against the target and last until the target is exposed to natural sunlight (but not equally bright light, such as a daylight spell). [B]Light Sensitivity (Ex):[/B] Shadow Keepers are dazzled in bright sunlight or within the radius of a daylight spell. [B]Protector of Darkness (Su):[/B] While in areas of darkness or shadowy illumination, Shadow Keepers add their charisma bonus (if any) as a deflection bonus to their AC. [B]Spell-Like Abilities:[/B] At will—Arrows of Dusk, Black Candle, Trick of the Light (DC 14); 3/day—Dusk and Dawn, False Form, Voices from Nowhere (DC 15); 1/day—Without a Trace. Caster level 8th. The save DCs are Charisma-based. [B]SHADOW KEEPER LORE[/B] Characters who have ranks in Knowledge (the planes) or Knowledge (nature) can learn more about the shadow keepers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs [B]Knowledge (the Planes) or Knowledge (Nature)[/B] [CODE][B]DC Results[/B] [B]15[/B] Shadow keepers are few dedicated to the protection of dark places, both on the material plane and the plane of shadow. [B]18[/B] Shadow keepers have the ability to help or hurt those traveling through their homes, depending on their moods, until their target sees the light of sun once more. [B]21[/B] Shadow keeper employ a good range of shadow magic, gained from their long protection of darkness.[/CODE] [B][U][SIZE="4"]Shadow Ore Golem[/SIZE][/U][/B] [B]Large Construct[/B] [B]Hit Dice:[/B]12d10+30(96 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 20 ft. [B]Armor class:[/B] 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25 [B]Base attack/grapple:[/B] +9/+19 [B]Attack:[/B] Slam +15 melee (2d8+6) [B]Full attack:[/B] 2 slams +15 melee (2d8+6) [B]Space/reach:[/B] 10 ft./20 ft. [B]Special attacks:[/B] Wraith Strike [B]Special qualities:[/B] Adaptive body, construct traits, damage reduction 10/adamantine, darkvision 60 ft., fast healing 10, hide in plain sight, immunity to magic, light vulnerability, low-light vision, shadow blend, slight build, unreliable [B]Saves:[/B] Fort +4, Ref +8, Will +4 [B]Abilities:[/B] Str 22, Dex 18, Con —, Int —, Wis 11, Cha 1 [B]Skills:[/B] Hide +20, Move Silently +24 [B]Feats:[/B] Combat Reflexes [B]Environment:[/B] Any [B]Organization:[/B] Solitary or Gang (2-4) [B]Challenge rating:[/B] 11 [B]Treasure:[/B] None [B]Alignment:[/B] Always Neutral [B]Advancement:[/B] 15-20 (Large); 21-32 (Huge) [B]Level adjustment:[/B] – [I]This automaton is barely comparable to the iron or flesh golems in stories. The figure appears to be composed of loose, black stones, floating near each other in a roughly humanoid pattern. A dark mist seems to fill the space between the stones.[/I] Shadow ore golems are semi-reliable guardians first created on the plane of shadow. They are created from loose chunks of shadow ore, kept coherent by bonds of shadow between them. They are often kept in areas of darkness, where they are most effective. [B]COMBAT[/B] Shadow Ore Golems are normally ordered to wait in shadows until an intruder approaches. Then, they strike out from cover, striking their foes and occasionally hiding back within the shadows. [B]Adaptive Body (Ex):[/B] Whenever a Shadow Ore Golem is hit by a weapon crafted of a special material, the Shadow Ore Golem’s slam attacks are treated as being crafted of that material for 1d4 rounds. Their slam attacks may be treated as multiple special materials, for this purpose. [B]Hide in Plain Sight (Ex):[/B] A shadow ore golem can make hide checks without cover or concealment or while observed as long as they do so within 10 feet of shadowy illumination or darkness. [B]Immunity to Magic (Ex):[/B] A shadow ore golem is immune to any spell or spell-like ability that allows spell resistance. [B]Light Vulnerability (Ex):[/B] A shadow ore golem in an area of sunlight or within the radius of a sunlight spell loses their fast healing, hide in plain sight, slight build, and wraithstrike abilities, and has their reach halved [B]Shadow Blend (Ex):[/B] while not in an area of bright light, a shadow ore golem gains concealment. [B]Slight Build (Ex):[/B] much of a shadow ore golem’s area is taken up by insubstantial bonds between the chunks of shadow ore. By compressing the ore together, shadow ore golems can fit through areas as if they were up to two size categories smaller [B]Unreliable (Ex):[/B] as the famed creators of automatons (MMII) have learned, shadow is a much less reliable power source than an elemental spirit. Therefore, at the beginning of each round, there is a chance that the shadow ore golem is unable to keep up with the events of the previous round, rendering it dazed and flat-footed for that round. The exact odds of this happening are determined by light conditions, as dictated below. [CODE][B]Light condition % chance[/B] Darkness 10% Shadowy 25% Bright Light 50%[/CODE] [B]Wraith Strike (Su):[/B] As a swift action, a shadow ore golem can turn all slam attacks made for the rest of the round into melee touch attacks. The shadow ore golem does not add their strength modifier to the attack or damage rolls of such attacks. Once this ability has been used, it cannot be used again for 1d4 rounds. [B]Skills and Feats:[/B] A shadow ore golem gains a +20 racial bonus on hide and move silently checks and gains combat reflexes as a bonus feat. [B]SHADOW ORE GOLEM LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about shadow ore golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs [B]Knowledge (the Planes)[/B] [CODE][B]DC Results[/B] [B]15[/B] Shadow ore golems possess unnatural stealth capabilities, hiding with little or no darkness available. [B]20[/B] Shadow ore golems have much longer reach than one would expect, imitate any special materials struck with, and can bypass armor. [B]25[/B] Despite their many defenses, the animating force of a shadow ore golem is unreliable, especially in bright light.[/CODE] [B]CONSTRUCTION[/B] I don’t know the equation for calculating the cost of the shadow ore golem, but if someone could provide me with such an equation, I would be more than pleased to write this down. [B][U][SIZE="4"]Shadow Phantom[/SIZE][/U][/B] [B]Medium Abberation (incorporeal, shapechanger)[/B] [B]Hit Dice:[/B] 10d8+20 (65 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] Fly 30 ft. (perfect) [B]Armor class:[/B] 15 (+3 deflection, +2 Dex), touch 15, flat-footed 13 [B]Base attack/grapple:[/B] +7/— [B]Attack:[/B] incorporeal touch +9 melee (1d6) [B]Full attack:[/B] 2 incorporeal touches +9/+4 melee (1d6) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B]Baleful Translocation, Final Surprise [B]Special qualities:[/B] Amorphous, Borrowed Form, Incorporeal Traits, Instant Movement, Veil of Corporeality [B]Saves:[/B] Fort +5, Ref +5, Will +8 [B]Abilities:[/B] Str –, Dex 15, Con 14, Int 12, Wis 13, Cha 16 [B]Skills:[/B] Bluff +16, Disguise +18, Listen +10, Spot +9 [B]Feats:[/B] Alertness, Deceitful, Flyby Attack, Improved Initiative, [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary, pair, or mockery (2-4) [B]Challenge rating:[/B] 5 [B]Treasure:[/B] None [B]Alignment:[/B] Always Neutral Evil [B]Advancement:[/B] 11-20 HD (Medium) [B]Level adjustment:[/B] — [I]A wisp of insubstantial shadow glides steadily towards you.[/I] On the plane of shadow, some visitors have visited warped versions of familiar sights and heard the shouts of loved ones. The unlucky ones have run into a more difficult obstacle, themselves. Although not truly a copy of an individual, shadow phantoms populate the shadowy mockeries of inhabited areas, playing the “roles” of typical creatures, despite their incorporeal state. Whenever they pass through another creature, they become the perfect imitation, fooling both simple and magical tests. [B]COMBAT[/B] A battle with a shadow phantom almost invariably starts with it rising up from the ground, passing through another party member (and making a touch attack against them using flyby attack), and then “walking” forward, making the one that lags behind look like a copy. [B]Amorphous (Ex):[/B] A shadow phantom is immune to extra damage from critical hits and sneak attack. [B]Baleful Translocation (Su):[/B] As a free action, a shadow phantom can attempt to switch locations with another creature up to 100 ft. away. This attempt is thwarted if the target to be switched with succeeds on a DC 18 will save. Regardless of success or failure, another attempt may not be made for 1d4 rounds. [B]Borrowed Form (Su):[/B] Whenever a shadow phantom passes through the square of a target within one size category of themselves, they instantly take the appearance of that creature. This illusion covers visual, auditory, olfactory, tactile, and thermal components (but the illusion of the new form cannot cause any damage that the shadow phantom cannot) of both it and any items carried. Furthermore, the shadow phantom learns all languages known by the target for as long as they remain in that form. Any attempts to discern the original from the fake via divination reveals them both to have the same alignment, thoughts, and items (the shadow phantom, however, has access to none of this information). A true seeing spell reveals the shadow phantom for what it is. Any item copied in this way is nonfunctional (a sword, for instance, can still be used, but will only deal the normal 1d6 touch attack damage). [B]Final Surprise (Su):[/B] When slain, a shadow phantom can make a final melee touch attack against any adjacent foe as an immediate action. If it succeeds, the touched target suffers the effects of the phantasmal killer spell (Save DC 18). [B]Instant Movement (Ex):[/B] Whenever another creature moves through the shadow phantom’s space, the shadow phantom may make a move action as an immediate action as soon as the other creature occupies their space (their appearance is copied by the borrowed form ability). [B]Veil of Corporeality (Ex):[/B] A shadow phantom truly appears to be corporeal. They can walk (and make appropriate sounds for walking), have tactile and thermal aspects included in their disguise, and can will their disguise to appear injured if appropriate. No spot or listen check can discern that the shadow phantom is truly incorporeal (although they may still see through the disguise). [B]Skills:[/B] A shadow phantom has a +10 racial bonus on disguise checks while using the borrowed form ability. [B]SHADOW PHANTOM LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about shadow phantoms. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs [B]Knowledge (the Planes)[/B] [CODE][B]DC Results[/B] [B]18[/B] Shadow phantoms are particularly effective incorporeal shapechangers, native to the plane of shadow. [B]21[/B] A shadow phantom’s disguise is almost complete, fooling mundane experimentation and even most divination spells. [B]25[/B] A shadow phantom leaves one last surprise when slain, an illusion meant to frighten its killer to death. [B]28[/B] The only flaw in a shadow phantom’s disguise is its inability to read its target’s mind or access its thoughts.[/CODE][/B] [/QUOTE]
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Tome of Shadow (Shadow Magic Revitalization)
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