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<blockquote data-quote="Nifft" data-source="post: 4225297" data-attributes="member: 6562"><p>An old antagonist which didn't see use:</p><p></p><p><strong><span style="font-size: 12px">Mad Shadow</span></strong></p><p><strong>Small Undead</strong> (Incorporeal, Psionic)</p><p>HD: 12d12 +10 (88 hp)</p><p>Initiative: +3</p><p>Speed: Fly 40 ft. (perfect)</p><p>AC: +21 (+3 Dex, +1 size, +7 deflection), touch 21, flat 17</p><p>+ Inertial Armor: +30 (+3 Dex, +9 armor, +1 size, +7 deflection), touch +30, flat 26</p><p>BAB/Grapple: +8/--</p><p>Attack: Incorporeal touch +12 melee (1d4 Wisdom drain +1d6 subdual)</p><p>Full Attack: Incorporeal touch +12/+7 melee (1d4 Wisdom drain +1d6 subdual)</p><p>Space/Reach: 5 ft./5 ft.</p><p>SA: Babble, madness, Wisdom drain, psionics</p><p>SQ: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, volatile mind +2, wild surge +3, elude touch</p><p>Saves: Fort +4, Reflex +7, Will +12</p><p>Abil: Str --, Dex 16, Con --, Int 15, Wis 16, Cha 24</p><p>Skills: Hide, Spot, Listen all mucho, who cares about the rest?</p><p>Feats: Speed of Thought, Psionic Body, Expanded Knowlege(Painful Touch), Expanded Knowlege (Psi Suggestion), Expanded Knowlege (Psi Dimension Anchor)</p><p>CR: 12</p><p></p><p>Manifester level 9</p><p>PP/day: 103</p><p>Powers Known: Inertial Armor, Demoralize, Ego Whip, Telekinetic Force, Death Urge, Psi Plane Shift, Painful Touch, Psi Suggestion, Psi Dimension Anchor</p><p></p><p>A mad shadow is the spectral remains of a Wilder driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.</p><p></p><p>A mad shadow cannot speak intelligibly.</p><p></p><p><span style="font-size: 10px">COMBAT </span></p><p></p><p>Mad shadows are paranoid. They will always be encountered with <em>inertial armor</em> pre-manifested at maximum Wild Surge (11 pp for a +9 armor bonus; included in stats). A mad shadow will always manifest <em>painful touch</em> on the first round of combat before moving towards its foes.</p><p></p><p>A mad shadow is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds (aside from those caused by <em>painful touch</em>).</p><p></p><p>Babble (Su): A mad shadow constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the mad shadow must succeed on a DC 23 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.</p><p></p><p>Creatures that successfully save cannot be affected by the same mad shadow's babble for 24 hours. The save DC is Charisma-based.</p><p></p><p>Madness (Su): Anyone targeting a mad shadow with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.</p><p></p><p>Wisdom Drain (Su): A mad shadow causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.</p><p></p><p>- - -</p><p></p><p>In general, remember that Wilders can self-buff before combat, when losing a round to PsyEnervation isn't as terrible. Their buffs last longer and are harder to dispel than they would be for a comparable Psion; in trade, they know very few buffs.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4225297, member: 6562"] An old antagonist which didn't see use: [b][size=3]Mad Shadow[/size][/b] [b]Small Undead[/b] (Incorporeal, Psionic) HD: 12d12 +10 (88 hp) Initiative: +3 Speed: Fly 40 ft. (perfect) AC: +21 (+3 Dex, +1 size, +7 deflection), touch 21, flat 17 + Inertial Armor: +30 (+3 Dex, +9 armor, +1 size, +7 deflection), touch +30, flat 26 BAB/Grapple: +8/-- Attack: Incorporeal touch +12 melee (1d4 Wisdom drain +1d6 subdual) Full Attack: Incorporeal touch +12/+7 melee (1d4 Wisdom drain +1d6 subdual) Space/Reach: 5 ft./5 ft. SA: Babble, madness, Wisdom drain, psionics SQ: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, volatile mind +2, wild surge +3, elude touch Saves: Fort +4, Reflex +7, Will +12 Abil: Str --, Dex 16, Con --, Int 15, Wis 16, Cha 24 Skills: Hide, Spot, Listen all mucho, who cares about the rest? Feats: Speed of Thought, Psionic Body, Expanded Knowlege(Painful Touch), Expanded Knowlege (Psi Suggestion), Expanded Knowlege (Psi Dimension Anchor) CR: 12 Manifester level 9 PP/day: 103 Powers Known: Inertial Armor, Demoralize, Ego Whip, Telekinetic Force, Death Urge, Psi Plane Shift, Painful Touch, Psi Suggestion, Psi Dimension Anchor A mad shadow is the spectral remains of a Wilder driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink. A mad shadow cannot speak intelligibly. [size=2]COMBAT [/size] Mad shadows are paranoid. They will always be encountered with [i]inertial armor[/i] pre-manifested at maximum Wild Surge (11 pp for a +9 armor bonus; included in stats). A mad shadow will always manifest [i]painful touch[/i] on the first round of combat before moving towards its foes. A mad shadow is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds (aside from those caused by [i]painful touch[/i]). Babble (Su): A mad shadow constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the mad shadow must succeed on a DC 23 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same mad shadow's babble for 24 hours. The save DC is Charisma-based. Madness (Su): Anyone targeting a mad shadow with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. Wisdom Drain (Su): A mad shadow causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points. - - - In general, remember that Wilders can self-buff before combat, when losing a round to PsyEnervation isn't as terrible. Their buffs last longer and are harder to dispel than they would be for a comparable Psion; in trade, they know very few buffs. Cheers, -- N [/QUOTE]
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