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Tome of Shadow (Shadow Magic Revitalization)
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<blockquote data-quote="Realms of Chaos" data-source="post: 3732455" data-attributes="member: 54946"><p><strong><u><span style="font-size: 15px">Shadow Scuttler</span></u></strong></p><p><strong>Small Magical Beast</strong></p><p><strong>Hit Dice:</strong> 3d10+6 (22 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 40 ft., burrow 20 ft.</p><p><strong>Armor class:</strong> 18 (+1 size, +4 natural, +3 dex)</p><p><strong>Base attack/grapple:</strong>+3/+0</p><p><strong>Attack:</strong> Bite +6 melee (1d4+1 plus poison)</p><p><strong>Full attack:</strong> Bite +6 melee (1d4+1 plus poison)</p><p><strong>Space/reach:</strong> 5 ft./5 ft.</p><p><strong>Special attacks:</strong> Planar burrow, poison</p><p><strong>Special qualities:</strong> Darkvision 60 ft., low-light vision, shadow blend, shadow scuttle</p><p><strong>Saves:</strong> Fort +5, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 12, Dex 17, Con 14, Int 2, Wis 14, Cha 8</p><p><strong>Skills:</strong> Hide +6, Move Silently +6</p><p><strong>Feats:</strong> Improved Iniatiative, Weapon Finesse</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary or cluster (2-6)</p><p><strong>Challenge rating:</strong> CR 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 4-6 HD (Small); 7-9 HD (Medium); 10-11 HD (Large)</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>A small, segmented insect with at least 12 slender legs, each trailing off into shadow as it reaches the floor, emerges from the ground. A dark blue shell covers most of its body and its head is little more than mandibles surrounded by a ring of antennae, which apparently conceal its eyes.</em></p><p></p><p>The Shadow Scuttler appears to be the shadowy relation to the typical ankheg, although no genetic links have been made, as of yet. They appear to burrow using their fast-moving mandibles alone, and they possess a venom capable of slowing down attackers. Unlike ankhegs, however, they possess no ability to sense potential prey from their tunnels, and so prefer to hide in dark places and wait there for prey.</p><p></p><p><strong>COMBAT</strong></p><p>Shadow Scuttlers, being much smaller than their material cousins, have correspondingly smaller appetites. A couple of bite attacks provide it with a good meal, although it will not hesitate to kill prey that does not put up much of a fight. When in danger, they typically use their shadow scuttle ability to keep themselves safe long enough to use their planar burrow ability.</p><p><strong>Planar Burrow (Su):</strong> As a full-round action, a shadow scuttler can dig themselves from the plane of shadow to the material plane or visa-versa. This ability leaves no usable portal, however. When a shadow scuttler uses this ability, they reappear at the exact spot on the target plane in which they had last used this ability.</p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 13, initial damage speed is reduced by 10 feet for 1 hour, secondary damage target cannot run or charge for 1 hour. The save DC is Constitution-based.</p><p><strong>Shadow Blend (Su):</strong> While not in bright sunlight or within the radius of a sunlight spell, the shadow scuttler gains concealment.</p><p><strong>Shadow Scuttle (Ex):</strong> Once per hour, a shadow scuttler can take a withdraw action as an immediate action. If this is done in response to an attack, the attack has a 50% miss chance. If this is done in response to an area effect, the shadow scuttler has a 50% chance of avoiding that effect, so long as they move out of its area.</p><p></p><p><strong>SHADOW SCUTTLER LORE</strong></p><p>Characters who have ranks in Knowledge (the planes) can learn more about the shadow scuttlers. 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]12[/B] It is said that ankhegs have a relation on the plane of shadow, known as shadow scuttlers.</p><p>[B]18[/B] Shadow scuttlers are defensive in nature, blending in with shadows, using a speed-slowing poison to stop pursuits, and having the ability to retreat a distance in a mere moment’s time. </p><p>[B]25[/B] Shadow scuttlers are known for their ability to tunnel between the material plane and the plane of shadow.[/CODE]</p><p></p><p><strong><u><span style="font-size: 15px">Shadow-Warped</span></u></strong></p><p>Throughout the ages, there have been those individuals depraved enough to attempt to infuse their body with darkness. In most cases, this actually means an infusion of evil through pact with a fiend, a transformation into an undead, or a deal with a deity of evil. In a few, rare cases, however, an infusion of darkness is literally meant as an infusion of darkness, taken directly from the plane of shadow. The mixing of constant existence with morphic shadow, however, makes for a poor excuse of a creature, doomed to misery for the rest of its (hopefully short) life. This technique is sometimes used upon others, to make an army of pliable creatures.</p><p></p><p><strong><span style="font-size: 15px">Sample Shadow-Warped Creature</span></strong></p><p><strong>Shadow-warped Blink Dog</strong></p><p><strong>Medium Magical Beast</strong></p><p><strong>Hit Dice:</strong> 4d10+8 (30 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 50 ft.</p><p><strong>Armor class:</strong> 15 (+3 Dex, +1 natural, +1 deflection), touch 14, flat footed 12</p><p><strong>Base attack/grapple:</strong> +4/+5</p><p><strong>Attack:</strong> Bite +5 melee (1d6+1)</p><p><strong>Full attack:</strong> Bite +5 melee (1d6+1)</p><p><strong>Space/reach:</strong> 5 ft./10 ft.</p><p><strong>Special attacks:</strong> —</p><p><strong>Special qualities:</strong> Blink, darkvision 90 ft., dimension door, daylight sensitivity, endless agony, fortification, low-light vision, scent</p><p><strong>Saves:</strong> Fort +6, Ref +7, Will +1</p><p><strong>Abilities:</strong> Str 12, Dex 17, Con 14, Int 6, Wis 11, Cha 7</p><p><strong>Skills:</strong> Hide +2, Listen +2, Sense Motive +3, Spot +2, Survival +3</p><p><strong>Feats:</strong> Dodge, Mobility, Track</p><p><strong>Environment:</strong> Plane of Shadow</p><p><strong>Organization:</strong> Solitary or Pair</p><p><strong>Challenge rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Usually Chaotic Good</p><p><strong>Advancement:</strong> 5-7 HD (Medium); 8-12 (Large)</p><p><strong>Level adjustment:</strong> +3 (Cohort)</p><p></p><p><em>A big canine with yellow-brown fur and large ears looks completely different from its normal kin, bearing patches of wavering black fur and an unnaturally extended snout and neck. It disappears and quickly reappears somewhere else.</em></p><p></p><p>When a blink dog is subjected to large amounts of shadow, they may become infused with it. They maintain their teleportation abilities, but have been driven to the point of insanity. This insanity, combined with their lower intelligence, has kept shadow-warped blink dogs from remembering their own language.</p><p></p><p><strong>COMBAT</strong></p><p>Shadow-warped blink dogs, due to their insanity and related lack of language, rarely get together in groups of more than 2. As they cannot take advantage of flanking, they simply wade through the battle field, teleporting close enough for their improved reach to hit, biting, and then running away with their improved speed. </p><p><strong>Blink (Su):</strong> A shadow-warped blink dog can use <em>blink</em> as the spell (caster level 8th), and can evoke or end the effect as a free action. </p><p><strong>Daylight Sensitivity (Ex):</strong> A shadow-warped blink dog is dazzled in areas of bright light.</p><p><strong>Dimension Door(Su):</strong> A shadow-warped blink dog can teleport, as <em>dimension door</em> (caster level 8th), once per round as a free action. The ability affects only the shadow-warped blink dog, which never appears within a solid object and can act immediately after teleporting. </p><p><strong>Endless Agony (Ex):</strong> The writhing of the unstable shadowstuff makes maintenance of the body nearly impossible, driving the shadow-warped blink dog insane with pain. The shadow-warped blink dog cannot fight defensively, use the total defense option, or use the combat expertise feat. In addition, the shadow-warped blink dog cannot use the concentration skill or any other intelligence-, or charisma-based skill check other than intimidate, and cannot cast any spells (or similar abilities) that take longer than 1 standard action to use. Lastly, the shadow-warped blink dog is immune to all charm effects.</p><p><strong>Fortification (Ex):</strong> As some of the shadow-warped blink dog’s organs are infused with shadowstuff, they may be able to move out of the way of an attack, providing a 50% chance to negate extra damage from a sneak attack or critical hit. This percentile is rolled separately from any granted by armor or other such exterior sources.</p><p><strong>Saves:</strong>Shadow-warped blink dogs take a –4 penalty on all will saves made against compulsion effects.</p><p></p><p><strong><span style="font-size: 15px">Creating a Shadow-Warped Creature</span></strong></p><p>“Shadow-warped” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin (referred to hereafter as the base creature).</p><p>A shadow-warped creature uses all the base creature’s statistics and abilities except as noted.</p><p><strong>Speed:</strong> One of the shadow-warped creature’s speeds is increased by 10 feet, chosen at the time that the template is acquired.</p><p><strong>Armor class:</strong> A shadow-warped creature loses two points of natural armor (to a minimum of +0 natural armor) but gains a +1 deflection bonus to AC.</p><p><strong>Space/reach:</strong> The shadow-warped creature has their reach extended by 5 feet.</p><p><strong>Special qualities:</strong> A shadow-warped creature has all the special qualities of the base creature, plus the following special qualities.</p><p>—Darkvision 30 feet, or the shadow-warped creature’s existing darkvision is extended by another 30 feet.</p><p><em>Daylight Sensitivity (Ex):</em> A shadow-warped creature is dazzled in areas of bright light.</p><p><em>Endless Agony (Ex):</em> The writhing of the unstable shadowstuff makes maintenance of the body nearly impossible, driving the shadow-warped creature insane with pain. The shadow-warped creature cannot fight defensively, use the total defense option, or use the combat expertise feat. In addition, the shadow-warped creature cannot use the concentration skill or any other intelligence-, or charisma-based skill check other than intimidate, and cannot cast any spells (or similar abilities) that take longer than 1 standard action to use. Lastly, the shadow-warped creature is immune to all charm effects.</p><p><em>Fortification (Ex):</em> As some of the shadow-warped creature’s organs are infused with shadowstuff, they may be able to move out of the way of an attack, providing a 50% chance to negate extra damage from a sneak attack or critical hit. This percentile is rolled separately from any granted by armor or other such exterior sources.</p><p><strong>Saves:</strong> A shadow-warped creature takes a –4 penalty on will saves made to resist compulsion effects.</p><p><strong>Abilities:</strong> Increase from the base creature as follows: Str +2, Con +4, Int –4, Wis –2, Cha –4</p><p><strong>Challenge rating:</strong> +0</p><p><strong>Alignment:</strong> usually chaotic. Though the surging shadowstuff may not make a shadow-warped creature evil, it most certainly drives them insane.</p><p><strong>Level adjustment:</strong> +1</p><p></p><p><strong>SHADOW-WARPED LORE</strong></p><p>Characters who have ranks in Knowledge (the planes) can learn more about shadow-warped creature. 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] Some creatures are infused with shadowstuff, strengthening their body but weakening their mind.</p><p>[B]20[/B] The warping nature of shadowstuff has given shadow-warped creatures a lifetime of agony, although it protects them in other ways as well. </p><p>[B]25[/B] Shadow-warped creatures are more susceptible to compulsion magic, leading some depraved souls to force the condition onto others against their will.[/CODE]</p><p></p><p><strong><u><span style="font-size: 15px">Umbral Devourer</span></u></strong></p><p></p><p> As is commonly known, both matter and shadow exist. Also known is that some magic utilizes shadow itself. Unknown, to all but a few scholars in existence, is that when shadow magic is invoked on our plane, an equal amount of material matter or magic is transferred to the Plane of Shadow, which is just as alien there as shadow magic is here. The plane of shadow, it seems, has come up with a solution to this problem. From random shadow stuff, oozes of various sizes have congealed, which work almost as scabs, absorbing material magic and keeping it sequestered until it is metabolized. Although it is alive (in the strictest sense of the word) umbral devourers do not truly die. Instead, as a dying blow would be dealt, the shadowstuff making up the umbral devourer is recycled elsewhere in the plane, where a new one is formed. As such, the population is on the incline, and their frequent slaughter by the material creatures (which umbral devourers assume to be a threat to the plane) makes sure that they are spread out among the plane, eating material matter wherever it may spawn.</p><p></p><p><strong>COMBAT</strong></p><p>Although they are very varied in strength, most use the same tactics. Once they detect magic, they move towards it, stealing the magic and then trying to destroy its source, if any.</p><p><strong>Detect Magic (Su):</strong> All umbral devourers can detect the presence of magic within a 300 foot-radius, although they can neither identify schools of magic, recognize how many sources or how strong the magic is, nor pinpoint the location of the magic.</p><p><strong>Spell Vulnerability (Su):</strong> umbral devourers have been created to recognize and destroy only material magic. Due to this, umbral devourers do not detect mysteries or magic of the shadow subschool with their detect magic ability. Furthermore, such forms of magic not only automatically overcome the umbral devourer’s spell resistance but treat the umbral devourer as having failed any related saving throws.</p><p><strong>Skills:</strong> umbral devourers have a +8 racial bonus on Climb and Swim checks and may always choose to take 10 on a Climb check or Swim check, even if rushed or threatened</p><p></p><p><strong><span style="font-size: 15px">Minor Devourer</span></strong></p><p><strong>Small Ooze</strong></p><p><strong>Hit Dice:</strong> 2d10+4 (15 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 10 ft., climb 10 ft., swim 10 ft.</p><p><strong>Armor class:</strong> 11 (+1 size), touch 11, flat-footed 11</p><p><strong>Base attack/grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Slam +2 melee (1d4 plus 1d4 cold)</p><p><strong>Full attack:</strong> Slam +2 melee (1d4 plus 1d4 cold)</p><p><strong>Space/reach:</strong> 5 ft./5 ft.</p><p><strong>Special attacks:</strong> Aura of Cold, Drain Spells</p><p><strong>Special qualities:</strong> Blindsight 60 ft., Damage Reduction 2/Magic, Detect Magic, Ooze Traits, Spell Resistance 11, Spell Vulnerability</p><p><strong>Saves:</strong> Fort +2, Ref +0, Will –5</p><p><strong>Abilities:</strong> Str 10, Dex 10, Con 14, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Climb +8, Swim +8</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> CR 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 3-7 HD (Small)</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>A small ooze looks like nothing more than a living puddle of grayish muck.</em></p><p></p><p>Minor Devourers are the weakest of the umbral devourers, only able to digest very weak spells. There is always a chance of developing into a larger umbral devourer, but the risks needed to do so are extreme, making it almost impossible for the unintelligent ooze. A minor devourer weighs about 50 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Minor devourers are in many ways limited by their small metabolism. Once they have sated themselves, they either run away to digest or keep fighting.</p><p><strong>Aura of Cold (Su):</strong> A minor devourer emanates a weak area of cold. At the beginning of its turn, the minor devourer deals 1d4 cold damage to each creature within 5 feet of it. In addition, each of its slam attacks deal an additional 1d4 cold damage.</p><p><strong>Drain Spells (Su):</strong> Once every 5 rounds, a minor devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 5 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 1st level). For each spell stolen in this way (regardless of spell level), the minor devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the minor devourer gains a permanent hit dice for every 5 temporary hit points lost. A minor devourer with 7 hit dice instead becomes a lesser devourer at the first opportunity in which the area can hold its new mass.</p><p></p><p><strong><span style="font-size: 15px">Lesser Devourer</span></strong></p><p><strong>Medium Ooze</strong></p><p><strong>Hit Dice:</strong> 8d10+32 (76 hp)</p><p><strong>Initiative:</strong> –1</p><p><strong>Speed:</strong> 20 ft., climb 20 ft., swim 20 ft.</p><p><strong>Armor class:</strong> 9 (-1 Dex), touch 9, flat-footed 9</p><p><strong>Base attack/grapple:</strong> +6/+7</p><p><strong>Attack:</strong> Slam +7 melee (1d6+1 plus 1d6 cold)</p><p><strong>Full attack:</strong> Slam +7 melee (1d6+1 plus 1d6 cold)</p><p><strong>Space/reach:</strong> 5 ft./5 ft.</p><p><strong>Special attacks:</strong> Aura of Cold, Drain Spells</p><p><strong>Special qualities:</strong> Blindsight 60 ft., Damage Reduction 5/Magic, Detect Magic, Ooze Traits, Spell Resistance 14, Spell Vulnerability</p><p><strong>Saves:</strong> Fort +6, Ref +1, Will –3</p><p><strong>Abilities:</strong> Str 12, Dex 8, Con 18, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Climb +9, Swim +9</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> CR 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 9-14 HD (Medium)</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>This dark grey mass looks like a mobile mudslide, albeit with a dark grey color.</em></p><p></p><p>Lesser Devourers are the second most common of umbral devourers, and are likely the stage of life in which any umbral devourer spends the most time, weak enough to not be sought out, but strong enough to push back the occasional attack.</p><p>Lesser devourers normally weigh about 100 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Lesser devourers are not as limited as minor devourers, thanks to a wider radius over which they can steal spells, in addition to increased speed, allow them to render magical opposition harmless. In addition, they can steal magic more frequently. Their enhanced fighting capabilities over that of minor devourers means that they need not run off to digest their spells.</p><p><strong>Aura of Cold (Su):</strong> A lesser devourer emanates an area of cold. At the beginning of its turn, the lesser devourer deals 1d6 cold damage to each creature within 10 feet of it. In addition, each of its slam attacks deal an additional 1d6 cold damage.</p><p><strong>Drain Spells (Su):</strong> Once every 4 rounds, a lesser devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 10 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 3rd level). For each spell stolen in this way (regardless of spell level), the lesser devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the lesser devourer gains a permanent hit dice for every 5 temporary hit points lost. A lesser devourer with 14 hit dice becomes an average devourer at the first opportunity in which the area can hold its new mass.</p><p></p><p><strong><span style="font-size: 15px">Average Devourer</span></strong></p><p><strong>Large Ooze</strong></p><p><strong>Hit Dice:</strong> 15d10+90 (172 hp)</p><p><strong>Initiative:</strong> –2</p><p><strong>Speed:</strong> 30 ft., climb 30 ft., swim 30 ft.</p><p><strong>Armor class:</strong> 7 (-1 size, -2 Dex), touch 7, flat-footed 7</p><p><strong>Base attack/grapple:</strong> +11/+17</p><p><strong>Attack:</strong> Slam +12 melee (1d8+2 plus 1d6 cold)</p><p><strong>Full attack:</strong> Slam +12 melee (1d8+2 plus 1d6 cold)</p><p><strong>Space/reach:</strong> 10 ft./10 ft.</p><p><strong>Special attacks:</strong> Aura of Cold, Drain Spells</p><p><strong>Special qualities:</strong> Blindsight 60 ft., Damage Reduction 10/Magic, Detect Magic, Ooze Traits, Spell Resistance 17, Spell Vulnerability</p><p><strong>Saves:</strong> Fort +11, Ref +3, Will +0</p><p><strong>Abilities:</strong> Str 14, Dex 6, Con 22, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Climb +10, Swim +10</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> CR 10</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 16-25 HD (Large)</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>This dark grey pool works its way across the ground. Light barely seems to permeate its membrane.</em></p><p></p><p>Although not the most common, the average devourer, also known as the umbral devourer, is perhaps the most commonly known of the species, as it is the most common one that provides a real threat.</p><p>Average devourers normally weigh about 500 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Average devourers are straightforward attackers, bolstering themselves by stealing spells whenever possible and attacking in all other situations.</p><p><strong>Aura of Cold (Su):</strong> An average devourer emanates an area of cold. At the beginning of its turn, the average devourer deals 1d6 cold damage to each creature within 20 feet of it. In addition, each of its slam attacks deal an additional 1d6 cold damage.</p><p><strong>Drain Spells (Su):</strong> Once every 3 rounds, an average devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 20 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 5th level). For each spell stolen in this way (regardless of spell level), the average devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the average devourer gains a permanent hit dice for every 10 temporary hit points lost. An average devourer with 24 hit dice becomes a greater devourer at the first opportunity in which the area can hold its new mass.</p><p></p><p><strong><span style="font-size: 15px">Greater Devourer</span></strong></p><p><strong>Huge Ooze</strong></p><p><strong>Hit Dice:</strong> 25d10+200 (337 hp)</p><p><strong>Initiative:</strong> –3</p><p><strong>Speed:</strong> 40 ft., climb 40 ft., swim 40 ft.</p><p><strong>Armor class:</strong> 5 (-2 size, -3 Dex), touch 5, flat-footed 5</p><p><strong>Base attack/grapple:</strong> +18/+29</p><p><strong>Attack:</strong> Slam +19 melee (2d6+3 plus 2d6 cold)</p><p><strong>Full attack:</strong> Slam +19 melee (2d6+3 plus 2d6 cold)</p><p><strong>Space/reach:</strong> 15 ft./15 ft.</p><p><strong>Special attacks:</strong> Aura of Cold, Engulf, Drain Spells</p><p><strong>Special qualities:</strong> Blindsight 60 ft., Damage Reduction 20/Magic, Detect Magic, Ooze Traits, Spell Resistance 22, Spell Vulnerability</p><p><strong>Saves:</strong> Fort +16, Ref +5, Will +3</p><p><strong>Abilities:</strong> Str 16, Dex 4, Con 26, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Climb +11, Swim +11</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> CR 14</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 26-29 HD (Huge)</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>This gigantic mass of blackish liquid quivers and shakes as it approaches.</em></p><p></p><p>Greater devourers are rare and dangerous. They have been known to attack wizarding colleges and towers, although they are normally repelled, at least eventually.</p><p>Greater devourers normally weigh about 2,000 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Greater devourers take advantage of their new engulf attack, ramming over dangerous foes to absorb more spellpower while attacking other foes mindlessly.</p><p><strong>Aura of Cold (Su):</strong> A greater devourer emanates an area of cold. At the beginning of its turn, the greater devourer deals 2d6 cold damage to each creature within a 40 foot-radius of it. In addition, each of its slam attacks deal an additional 2d6 cold damage.</p><p><strong>Drain Spells (Su):</strong> Once every other round, a greater devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 40 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 7th level). For each spell stolen in this way (regardless of spell level), the greater devourer gains 5 temporary hit points, which last for 10 rounds. At the end of this time, the greater devourer gains a permanent hit dice for every 20 temporary hit points lost. An greater devourer with 29 hit dice becomes a superior devourer at the first opportunity in which the area can hold its new mass.</p><p><strong>Engulf (Ex):</strong> using its quick speed, a greater devourer can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The greater devourer merely has to move over the opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the devourer, but if they do so they are no entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 25 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the devourer moves forward. Engulfed creatures are subject to the devourer’s drain spells and aura of cold ability each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.</p><p></p><p><strong><span style="font-size: 15px">Superior Devourer</span></strong></p><p><strong>Gargantuan Ooze</strong></p><p><strong>Hit Dice:</strong> 30d10+300 (465 hp)</p><p><strong>Initiative:</strong> –4</p><p><strong>Speed:</strong> 50 ft., climb 50 ft., swim 50 ft.</p><p><strong>Armor class:</strong> 2 (-4 size, -4 Dex), touch 2, flat-footed 2</p><p><strong>Base attack/grapple:</strong> +22/+38</p><p><strong>Attack:</strong> Slam +22 melee (3d6+4 plus 4d6 cold)</p><p><strong>Full attack:</strong> Slam +22 melee (3d6+4 plus 4d6 cold)</p><p><strong>Space/reach:</strong> 20 ft./20 ft.</p><p><strong>Special attacks:</strong> Aura of Cold, Engulf, Drain Spells</p><p><strong>Special qualities:</strong> Blindsight 60 ft., Damage Reduction 30/Magic, Detect Magic, Ooze Traits, Spell Resistance 25, Spell Vulnerability</p><p><strong>Saves:</strong> Fort +20, Ref +6, Will +5</p><p><strong>Abilities:</strong> Str 18, Dex 2, Con 30, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Climb +12, Swim +12</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> CR 18</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 31-34 HD (Gargantuan)</p><p><strong>Level adjustment:</strong> —</p><p></p><p><em>The approaching mass of pitch-black liquid is as large as a pond. It’s cytoplasm almost seems to crackle with energy as you feel the temperature around you drop.</em></p><p></p><p>Superior devourers are a tremendous threat to magical communities. On the few occasions that they have escaped the Plane of Shadow, they have caused mass destruction, annihilating any source of material magic that they find.</p><p>Superior devourers normally weigh about 20,000 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Superior devourers take advantage of their engulf attack, ramming over dangerous foes to absorb more spellpower while attacking other foes mindlessly. When injured, they attempt to Drain Spells each round, until there are no more sources to draw upon or they are bolstered enough for combat.</p><p><strong>Aura of Cold (Su):</strong> A superior devourer emanates an area of cold. At the beginning of its turn, the superior devourer deals 4d6 cold damage to each creature within a 60 foot-radius of it. In addition, each of its slam attacks deal an additional 4d6 cold damage.</p><p><strong>Drain Spells (Su):</strong> As a full-round action, a superior devourer can force every spellcaster within a 60 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 9th level). For each spell stolen in this way (regardless of spell level), the superior devourer gains 5 temporary hit points, which last for 20 rounds. At the end of this time, the superior devourer gains a permanent hit dice for every 40 temporary hit points lost. A superior devourer with 34 hit dice becomes a perfect devourer (see epic monsters) at the first opportunity in which the area can hold its new mass.</p><p><strong>Engulf (Ex):</strong> using its quick speed, a superior devourer can simply mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The superior devourer merely has to move over the opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the devourer, but if they do so they are no entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 29 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the devourer moves forward. Engulfed creatures are subject to the devourer’s drain spells and aura of cold ability each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.</p><p></p><p><strong>UMBRAL DEVOURER LORE</strong></p><p>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</p><p><strong>Knowledge (the Planes)</strong></p><p>[CODE][B]DC Results[/B]</p><p>[B]15[/B] Umbral devourers are oozes native to the plane of shadow, spawned by the plane itself to detect and destroy material magic.</p><p>[B]20[/B] Umbral devourers possess an aura of unearthly cold, often steal spells from the opposition, and the larger ones can even engulf their prey.</p><p>[B]25[/B] Umbral devourers are resilient against all but magic weapons, but resist magic itself. They are, however, weak against shadow magic.[/CODE]</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732455, member: 54946"] [B][U][SIZE="4"]Shadow Scuttler[/SIZE][/U][/B] [B]Small Magical Beast[/B] [B]Hit Dice:[/B] 3d10+6 (22 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 40 ft., burrow 20 ft. [B]Armor class:[/B] 18 (+1 size, +4 natural, +3 dex) [B]Base attack/grapple:[/B]+3/+0 [B]Attack:[/B] Bite +6 melee (1d4+1 plus poison) [B]Full attack:[/B] Bite +6 melee (1d4+1 plus poison) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B] Planar burrow, poison [B]Special qualities:[/B] Darkvision 60 ft., low-light vision, shadow blend, shadow scuttle [B]Saves:[/B] Fort +5, Ref +6, Will +3 [B]Abilities:[/B] Str 12, Dex 17, Con 14, Int 2, Wis 14, Cha 8 [B]Skills:[/B] Hide +6, Move Silently +6 [B]Feats:[/B] Improved Iniatiative, Weapon Finesse [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary or cluster (2-6) [B]Challenge rating:[/B] CR 3 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 4-6 HD (Small); 7-9 HD (Medium); 10-11 HD (Large) [B]Level adjustment:[/B] — [I]A small, segmented insect with at least 12 slender legs, each trailing off into shadow as it reaches the floor, emerges from the ground. A dark blue shell covers most of its body and its head is little more than mandibles surrounded by a ring of antennae, which apparently conceal its eyes.[/I] The Shadow Scuttler appears to be the shadowy relation to the typical ankheg, although no genetic links have been made, as of yet. They appear to burrow using their fast-moving mandibles alone, and they possess a venom capable of slowing down attackers. Unlike ankhegs, however, they possess no ability to sense potential prey from their tunnels, and so prefer to hide in dark places and wait there for prey. [B]COMBAT[/B] Shadow Scuttlers, being much smaller than their material cousins, have correspondingly smaller appetites. A couple of bite attacks provide it with a good meal, although it will not hesitate to kill prey that does not put up much of a fight. When in danger, they typically use their shadow scuttle ability to keep themselves safe long enough to use their planar burrow ability. [B]Planar Burrow (Su):[/B] As a full-round action, a shadow scuttler can dig themselves from the plane of shadow to the material plane or visa-versa. This ability leaves no usable portal, however. When a shadow scuttler uses this ability, they reappear at the exact spot on the target plane in which they had last used this ability. [B]Poison (Ex):[/B] Injury, Fortitude DC 13, initial damage speed is reduced by 10 feet for 1 hour, secondary damage target cannot run or charge for 1 hour. The save DC is Constitution-based. [B]Shadow Blend (Su):[/B] While not in bright sunlight or within the radius of a sunlight spell, the shadow scuttler gains concealment. [B]Shadow Scuttle (Ex):[/B] Once per hour, a shadow scuttler can take a withdraw action as an immediate action. If this is done in response to an attack, the attack has a 50% miss chance. If this is done in response to an area effect, the shadow scuttler has a 50% chance of avoiding that effect, so long as they move out of its area. [B]SHADOW SCUTTLER LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about the shadow scuttlers. 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]12[/B] It is said that ankhegs have a relation on the plane of shadow, known as shadow scuttlers. [B]18[/B] Shadow scuttlers are defensive in nature, blending in with shadows, using a speed-slowing poison to stop pursuits, and having the ability to retreat a distance in a mere moment’s time. [B]25[/B] Shadow scuttlers are known for their ability to tunnel between the material plane and the plane of shadow.[/CODE] [B][U][SIZE="4"]Shadow-Warped[/SIZE][/U][/B] Throughout the ages, there have been those individuals depraved enough to attempt to infuse their body with darkness. In most cases, this actually means an infusion of evil through pact with a fiend, a transformation into an undead, or a deal with a deity of evil. In a few, rare cases, however, an infusion of darkness is literally meant as an infusion of darkness, taken directly from the plane of shadow. The mixing of constant existence with morphic shadow, however, makes for a poor excuse of a creature, doomed to misery for the rest of its (hopefully short) life. This technique is sometimes used upon others, to make an army of pliable creatures. [B][SIZE="4"]Sample Shadow-Warped Creature[/SIZE][/B] [B]Shadow-warped Blink Dog[/B] [B]Medium Magical Beast[/B] [B]Hit Dice:[/B] 4d10+8 (30 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 50 ft. [B]Armor class:[/B] 15 (+3 Dex, +1 natural, +1 deflection), touch 14, flat footed 12 [B]Base attack/grapple:[/B] +4/+5 [B]Attack:[/B] Bite +5 melee (1d6+1) [B]Full attack:[/B] Bite +5 melee (1d6+1) [B]Space/reach:[/B] 5 ft./10 ft. [B]Special attacks:[/B] — [B]Special qualities:[/B] Blink, darkvision 90 ft., dimension door, daylight sensitivity, endless agony, fortification, low-light vision, scent [B]Saves:[/B] Fort +6, Ref +7, Will +1 [B]Abilities:[/B] Str 12, Dex 17, Con 14, Int 6, Wis 11, Cha 7 [B]Skills:[/B] Hide +2, Listen +2, Sense Motive +3, Spot +2, Survival +3 [B]Feats:[/B] Dodge, Mobility, Track [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary or Pair [B]Challenge rating:[/B] 2 [B]Treasure:[/B] None [B]Alignment:[/B] Usually Chaotic Good [B]Advancement:[/B] 5-7 HD (Medium); 8-12 (Large) [B]Level adjustment:[/B] +3 (Cohort) [I]A big canine with yellow-brown fur and large ears looks completely different from its normal kin, bearing patches of wavering black fur and an unnaturally extended snout and neck. It disappears and quickly reappears somewhere else.[/I] When a blink dog is subjected to large amounts of shadow, they may become infused with it. They maintain their teleportation abilities, but have been driven to the point of insanity. This insanity, combined with their lower intelligence, has kept shadow-warped blink dogs from remembering their own language. [B]COMBAT[/B] Shadow-warped blink dogs, due to their insanity and related lack of language, rarely get together in groups of more than 2. As they cannot take advantage of flanking, they simply wade through the battle field, teleporting close enough for their improved reach to hit, biting, and then running away with their improved speed. [B]Blink (Su):[/B] A shadow-warped blink dog can use [I]blink[/I] as the spell (caster level 8th), and can evoke or end the effect as a free action. [B]Daylight Sensitivity (Ex):[/B] A shadow-warped blink dog is dazzled in areas of bright light. [B]Dimension Door(Su):[/B] A shadow-warped blink dog can teleport, as [I]dimension door[/I] (caster level 8th), once per round as a free action. The ability affects only the shadow-warped blink dog, which never appears within a solid object and can act immediately after teleporting. [B]Endless Agony (Ex):[/B] The writhing of the unstable shadowstuff makes maintenance of the body nearly impossible, driving the shadow-warped blink dog insane with pain. The shadow-warped blink dog cannot fight defensively, use the total defense option, or use the combat expertise feat. In addition, the shadow-warped blink dog cannot use the concentration skill or any other intelligence-, or charisma-based skill check other than intimidate, and cannot cast any spells (or similar abilities) that take longer than 1 standard action to use. Lastly, the shadow-warped blink dog is immune to all charm effects. [B]Fortification (Ex):[/B] As some of the shadow-warped blink dog’s organs are infused with shadowstuff, they may be able to move out of the way of an attack, providing a 50% chance to negate extra damage from a sneak attack or critical hit. This percentile is rolled separately from any granted by armor or other such exterior sources. [B]Saves:[/B]Shadow-warped blink dogs take a –4 penalty on all will saves made against compulsion effects. [B][SIZE="4"]Creating a Shadow-Warped Creature[/SIZE][/B] “Shadow-warped” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin (referred to hereafter as the base creature). A shadow-warped creature uses all the base creature’s statistics and abilities except as noted. [B]Speed:[/B] One of the shadow-warped creature’s speeds is increased by 10 feet, chosen at the time that the template is acquired. [B]Armor class:[/B] A shadow-warped creature loses two points of natural armor (to a minimum of +0 natural armor) but gains a +1 deflection bonus to AC. [B]Space/reach:[/B] The shadow-warped creature has their reach extended by 5 feet. [B]Special qualities:[/B] A shadow-warped creature has all the special qualities of the base creature, plus the following special qualities. —Darkvision 30 feet, or the shadow-warped creature’s existing darkvision is extended by another 30 feet. [I]Daylight Sensitivity (Ex):[/I] A shadow-warped creature is dazzled in areas of bright light. [I]Endless Agony (Ex):[/I] The writhing of the unstable shadowstuff makes maintenance of the body nearly impossible, driving the shadow-warped creature insane with pain. The shadow-warped creature cannot fight defensively, use the total defense option, or use the combat expertise feat. In addition, the shadow-warped creature cannot use the concentration skill or any other intelligence-, or charisma-based skill check other than intimidate, and cannot cast any spells (or similar abilities) that take longer than 1 standard action to use. Lastly, the shadow-warped creature is immune to all charm effects. [I]Fortification (Ex):[/I] As some of the shadow-warped creature’s organs are infused with shadowstuff, they may be able to move out of the way of an attack, providing a 50% chance to negate extra damage from a sneak attack or critical hit. This percentile is rolled separately from any granted by armor or other such exterior sources. [B]Saves:[/B] A shadow-warped creature takes a –4 penalty on will saves made to resist compulsion effects. [B]Abilities:[/B] Increase from the base creature as follows: Str +2, Con +4, Int –4, Wis –2, Cha –4 [B]Challenge rating:[/B] +0 [B]Alignment:[/B] usually chaotic. Though the surging shadowstuff may not make a shadow-warped creature evil, it most certainly drives them insane. [B]Level adjustment:[/B] +1 [B]SHADOW-WARPED LORE[/B] Characters who have ranks in Knowledge (the planes) can learn more about shadow-warped creature. 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 creatures are infused with shadowstuff, strengthening their body but weakening their mind. [B]20[/B] The warping nature of shadowstuff has given shadow-warped creatures a lifetime of agony, although it protects them in other ways as well. [B]25[/B] Shadow-warped creatures are more susceptible to compulsion magic, leading some depraved souls to force the condition onto others against their will.[/CODE] [B][U][SIZE="4"]Umbral Devourer[/SIZE][/U][/B] As is commonly known, both matter and shadow exist. Also known is that some magic utilizes shadow itself. Unknown, to all but a few scholars in existence, is that when shadow magic is invoked on our plane, an equal amount of material matter or magic is transferred to the Plane of Shadow, which is just as alien there as shadow magic is here. The plane of shadow, it seems, has come up with a solution to this problem. From random shadow stuff, oozes of various sizes have congealed, which work almost as scabs, absorbing material magic and keeping it sequestered until it is metabolized. Although it is alive (in the strictest sense of the word) umbral devourers do not truly die. Instead, as a dying blow would be dealt, the shadowstuff making up the umbral devourer is recycled elsewhere in the plane, where a new one is formed. As such, the population is on the incline, and their frequent slaughter by the material creatures (which umbral devourers assume to be a threat to the plane) makes sure that they are spread out among the plane, eating material matter wherever it may spawn. [B]COMBAT[/B] Although they are very varied in strength, most use the same tactics. Once they detect magic, they move towards it, stealing the magic and then trying to destroy its source, if any. [B]Detect Magic (Su):[/B] All umbral devourers can detect the presence of magic within a 300 foot-radius, although they can neither identify schools of magic, recognize how many sources or how strong the magic is, nor pinpoint the location of the magic. [B]Spell Vulnerability (Su):[/B] umbral devourers have been created to recognize and destroy only material magic. Due to this, umbral devourers do not detect mysteries or magic of the shadow subschool with their detect magic ability. Furthermore, such forms of magic not only automatically overcome the umbral devourer’s spell resistance but treat the umbral devourer as having failed any related saving throws. [B]Skills:[/B] umbral devourers have a +8 racial bonus on Climb and Swim checks and may always choose to take 10 on a Climb check or Swim check, even if rushed or threatened [B][SIZE="4"]Minor Devourer[/SIZE][/B] [B]Small Ooze[/B] [B]Hit Dice:[/B] 2d10+4 (15 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 10 ft., climb 10 ft., swim 10 ft. [B]Armor class:[/B] 11 (+1 size), touch 11, flat-footed 11 [B]Base attack/grapple:[/B] +1/-3 [B]Attack:[/B] Slam +2 melee (1d4 plus 1d4 cold) [B]Full attack:[/B] Slam +2 melee (1d4 plus 1d4 cold) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B] Aura of Cold, Drain Spells [B]Special qualities:[/B] Blindsight 60 ft., Damage Reduction 2/Magic, Detect Magic, Ooze Traits, Spell Resistance 11, Spell Vulnerability [B]Saves:[/B] Fort +2, Ref +0, Will –5 [B]Abilities:[/B] Str 10, Dex 10, Con 14, Int —, Wis 1, Cha 1 [B]Skills:[/B] Climb +8, Swim +8 [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] CR 2 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 3-7 HD (Small) [B]Level adjustment:[/B] — [I]A small ooze looks like nothing more than a living puddle of grayish muck.[/I] Minor Devourers are the weakest of the umbral devourers, only able to digest very weak spells. There is always a chance of developing into a larger umbral devourer, but the risks needed to do so are extreme, making it almost impossible for the unintelligent ooze. A minor devourer weighs about 50 pounds. [B]COMBAT[/B] Minor devourers are in many ways limited by their small metabolism. Once they have sated themselves, they either run away to digest or keep fighting. [B]Aura of Cold (Su):[/B] A minor devourer emanates a weak area of cold. At the beginning of its turn, the minor devourer deals 1d4 cold damage to each creature within 5 feet of it. In addition, each of its slam attacks deal an additional 1d4 cold damage. [B]Drain Spells (Su):[/B] Once every 5 rounds, a minor devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 5 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 1st level). For each spell stolen in this way (regardless of spell level), the minor devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the minor devourer gains a permanent hit dice for every 5 temporary hit points lost. A minor devourer with 7 hit dice instead becomes a lesser devourer at the first opportunity in which the area can hold its new mass. [B][SIZE="4"]Lesser Devourer[/SIZE][/B] [B]Medium Ooze[/B] [B]Hit Dice:[/B] 8d10+32 (76 hp) [B]Initiative:[/B] –1 [B]Speed:[/B] 20 ft., climb 20 ft., swim 20 ft. [B]Armor class:[/B] 9 (-1 Dex), touch 9, flat-footed 9 [B]Base attack/grapple:[/B] +6/+7 [B]Attack:[/B] Slam +7 melee (1d6+1 plus 1d6 cold) [B]Full attack:[/B] Slam +7 melee (1d6+1 plus 1d6 cold) [B]Space/reach:[/B] 5 ft./5 ft. [B]Special attacks:[/B] Aura of Cold, Drain Spells [B]Special qualities:[/B] Blindsight 60 ft., Damage Reduction 5/Magic, Detect Magic, Ooze Traits, Spell Resistance 14, Spell Vulnerability [B]Saves:[/B] Fort +6, Ref +1, Will –3 [B]Abilities:[/B] Str 12, Dex 8, Con 18, Int —, Wis 1, Cha 1 [B]Skills:[/B] Climb +9, Swim +9 [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] CR 6 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 9-14 HD (Medium) [B]Level adjustment:[/B] — [I]This dark grey mass looks like a mobile mudslide, albeit with a dark grey color.[/I] Lesser Devourers are the second most common of umbral devourers, and are likely the stage of life in which any umbral devourer spends the most time, weak enough to not be sought out, but strong enough to push back the occasional attack. Lesser devourers normally weigh about 100 pounds. [B]COMBAT[/B] Lesser devourers are not as limited as minor devourers, thanks to a wider radius over which they can steal spells, in addition to increased speed, allow them to render magical opposition harmless. In addition, they can steal magic more frequently. Their enhanced fighting capabilities over that of minor devourers means that they need not run off to digest their spells. [B]Aura of Cold (Su):[/B] A lesser devourer emanates an area of cold. At the beginning of its turn, the lesser devourer deals 1d6 cold damage to each creature within 10 feet of it. In addition, each of its slam attacks deal an additional 1d6 cold damage. [B]Drain Spells (Su):[/B] Once every 4 rounds, a lesser devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 10 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 3rd level). For each spell stolen in this way (regardless of spell level), the lesser devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the lesser devourer gains a permanent hit dice for every 5 temporary hit points lost. A lesser devourer with 14 hit dice becomes an average devourer at the first opportunity in which the area can hold its new mass. [B][SIZE="4"]Average Devourer[/SIZE][/B] [B]Large Ooze[/B] [B]Hit Dice:[/B] 15d10+90 (172 hp) [B]Initiative:[/B] –2 [B]Speed:[/B] 30 ft., climb 30 ft., swim 30 ft. [B]Armor class:[/B] 7 (-1 size, -2 Dex), touch 7, flat-footed 7 [B]Base attack/grapple:[/B] +11/+17 [B]Attack:[/B] Slam +12 melee (1d8+2 plus 1d6 cold) [B]Full attack:[/B] Slam +12 melee (1d8+2 plus 1d6 cold) [B]Space/reach:[/B] 10 ft./10 ft. [B]Special attacks:[/B] Aura of Cold, Drain Spells [B]Special qualities:[/B] Blindsight 60 ft., Damage Reduction 10/Magic, Detect Magic, Ooze Traits, Spell Resistance 17, Spell Vulnerability [B]Saves:[/B] Fort +11, Ref +3, Will +0 [B]Abilities:[/B] Str 14, Dex 6, Con 22, Int —, Wis 1, Cha 1 [B]Skills:[/B] Climb +10, Swim +10 [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] CR 10 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 16-25 HD (Large) [B]Level adjustment:[/B] — [I]This dark grey pool works its way across the ground. Light barely seems to permeate its membrane.[/I] Although not the most common, the average devourer, also known as the umbral devourer, is perhaps the most commonly known of the species, as it is the most common one that provides a real threat. Average devourers normally weigh about 500 pounds. [B]COMBAT[/B] Average devourers are straightforward attackers, bolstering themselves by stealing spells whenever possible and attacking in all other situations. [B]Aura of Cold (Su):[/B] An average devourer emanates an area of cold. At the beginning of its turn, the average devourer deals 1d6 cold damage to each creature within 20 feet of it. In addition, each of its slam attacks deal an additional 1d6 cold damage. [B]Drain Spells (Su):[/B] Once every 3 rounds, an average devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 20 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 5th level). For each spell stolen in this way (regardless of spell level), the average devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the average devourer gains a permanent hit dice for every 10 temporary hit points lost. An average devourer with 24 hit dice becomes a greater devourer at the first opportunity in which the area can hold its new mass. [B][SIZE="4"]Greater Devourer[/SIZE][/B] [B]Huge Ooze[/B] [B]Hit Dice:[/B] 25d10+200 (337 hp) [B]Initiative:[/B] –3 [B]Speed:[/B] 40 ft., climb 40 ft., swim 40 ft. [B]Armor class:[/B] 5 (-2 size, -3 Dex), touch 5, flat-footed 5 [B]Base attack/grapple:[/B] +18/+29 [B]Attack:[/B] Slam +19 melee (2d6+3 plus 2d6 cold) [B]Full attack:[/B] Slam +19 melee (2d6+3 plus 2d6 cold) [B]Space/reach:[/B] 15 ft./15 ft. [B]Special attacks:[/B] Aura of Cold, Engulf, Drain Spells [B]Special qualities:[/B] Blindsight 60 ft., Damage Reduction 20/Magic, Detect Magic, Ooze Traits, Spell Resistance 22, Spell Vulnerability [B]Saves:[/B] Fort +16, Ref +5, Will +3 [B]Abilities:[/B] Str 16, Dex 4, Con 26, Int —, Wis 1, Cha 1 [B]Skills:[/B] Climb +11, Swim +11 [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] CR 14 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 26-29 HD (Huge) [B]Level adjustment:[/B] — [I]This gigantic mass of blackish liquid quivers and shakes as it approaches.[/I] Greater devourers are rare and dangerous. They have been known to attack wizarding colleges and towers, although they are normally repelled, at least eventually. Greater devourers normally weigh about 2,000 pounds. [B]COMBAT[/B] Greater devourers take advantage of their new engulf attack, ramming over dangerous foes to absorb more spellpower while attacking other foes mindlessly. [B]Aura of Cold (Su):[/B] A greater devourer emanates an area of cold. At the beginning of its turn, the greater devourer deals 2d6 cold damage to each creature within a 40 foot-radius of it. In addition, each of its slam attacks deal an additional 2d6 cold damage. [B]Drain Spells (Su):[/B] Once every other round, a greater devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 40 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 7th level). For each spell stolen in this way (regardless of spell level), the greater devourer gains 5 temporary hit points, which last for 10 rounds. At the end of this time, the greater devourer gains a permanent hit dice for every 20 temporary hit points lost. An greater devourer with 29 hit dice becomes a superior devourer at the first opportunity in which the area can hold its new mass. [B]Engulf (Ex):[/B] using its quick speed, a greater devourer can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The greater devourer merely has to move over the opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the devourer, but if they do so they are no entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 25 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the devourer moves forward. Engulfed creatures are subject to the devourer’s drain spells and aura of cold ability each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based. [B][SIZE="4"]Superior Devourer[/SIZE][/B] [B]Gargantuan Ooze[/B] [B]Hit Dice:[/B] 30d10+300 (465 hp) [B]Initiative:[/B] –4 [B]Speed:[/B] 50 ft., climb 50 ft., swim 50 ft. [B]Armor class:[/B] 2 (-4 size, -4 Dex), touch 2, flat-footed 2 [B]Base attack/grapple:[/B] +22/+38 [B]Attack:[/B] Slam +22 melee (3d6+4 plus 4d6 cold) [B]Full attack:[/B] Slam +22 melee (3d6+4 plus 4d6 cold) [B]Space/reach:[/B] 20 ft./20 ft. [B]Special attacks:[/B] Aura of Cold, Engulf, Drain Spells [B]Special qualities:[/B] Blindsight 60 ft., Damage Reduction 30/Magic, Detect Magic, Ooze Traits, Spell Resistance 25, Spell Vulnerability [B]Saves:[/B] Fort +20, Ref +6, Will +5 [B]Abilities:[/B] Str 18, Dex 2, Con 30, Int —, Wis 1, Cha 1 [B]Skills:[/B] Climb +12, Swim +12 [B]Feats:[/B] — [B]Environment:[/B] Plane of Shadow [B]Organization:[/B] Solitary [B]Challenge rating:[/B] CR 18 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 31-34 HD (Gargantuan) [B]Level adjustment:[/B] — [I]The approaching mass of pitch-black liquid is as large as a pond. It’s cytoplasm almost seems to crackle with energy as you feel the temperature around you drop.[/I] Superior devourers are a tremendous threat to magical communities. On the few occasions that they have escaped the Plane of Shadow, they have caused mass destruction, annihilating any source of material magic that they find. Superior devourers normally weigh about 20,000 pounds. [B]COMBAT[/B] Superior devourers take advantage of their engulf attack, ramming over dangerous foes to absorb more spellpower while attacking other foes mindlessly. When injured, they attempt to Drain Spells each round, until there are no more sources to draw upon or they are bolstered enough for combat. [B]Aura of Cold (Su):[/B] A superior devourer emanates an area of cold. At the beginning of its turn, the superior devourer deals 4d6 cold damage to each creature within a 60 foot-radius of it. In addition, each of its slam attacks deal an additional 4d6 cold damage. [B]Drain Spells (Su):[/B] As a full-round action, a superior devourer can force every spellcaster within a 60 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 9th level). For each spell stolen in this way (regardless of spell level), the superior devourer gains 5 temporary hit points, which last for 20 rounds. At the end of this time, the superior devourer gains a permanent hit dice for every 40 temporary hit points lost. A superior devourer with 34 hit dice becomes a perfect devourer (see epic monsters) at the first opportunity in which the area can hold its new mass. [B]Engulf (Ex):[/B] using its quick speed, a superior devourer can simply mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The superior devourer merely has to move over the opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the devourer, but if they do so they are no entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 29 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the devourer moves forward. Engulfed creatures are subject to the devourer’s drain spells and aura of cold ability each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based. [B]UMBRAL DEVOURER 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] Umbral devourers are oozes native to the plane of shadow, spawned by the plane itself to detect and destroy material magic. [B]20[/B] Umbral devourers possess an aura of unearthly cold, often steal spells from the opposition, and the larger ones can even engulf their prey. [B]25[/B] Umbral devourers are resilient against all but magic weapons, but resist magic itself. They are, however, weak against shadow magic.[/CODE] [/QUOTE]
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