Shadow Creature: Difference between revisions
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A Shadow Creature gains the following abilities, which may be added to their Bestiary entry: | A Shadow Creature gains the following abilities, which may be added to their Bestiary entry: | ||
'''Aura:''' - Aura of dim light. Shadow creatures are always shrouded in dim light, granting them 20 percent concealment and rendering precision damage impossible to inflict. Shadow creatures in full darkness create dim light within ten feet of their space. Shadow creatures in normal light lower lighting conditions to dim light within ten feet of their space. No natural | '''Aura:''' - Aura of dim light. Shadow creatures are always shrouded in dim light, granting them 20 percent concealment and rendering precision damage impossible to inflict. Shadow creatures in full darkness create dim light within ten feet of their space. Shadow creatures in normal light lower lighting conditions to dim light within ten feet of their space. No natural or magical source of light or darkness overcomes this effect. | ||
'''SR:''' - Same as Base Creature | '''SR:''' - Same as Base Creature | ||
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'''Weaknesses:''' Same as Base Creature, plus: | '''Weaknesses:''' Same as Base Creature, plus: | ||
[[Universal_Monster_Rules#Vulnerable | Vulnerable]] to | [[Universal_Monster_Rules#Vulnerable | Vulnerable]] to light or positive energy damage. | ||
===OUT OF COMBAT=== | ===OUT OF COMBAT=== |
Revision as of 03:34, 30 November 2017
'Shadow Creature' is an inherited template that can be added to any creature that is a 'Shadowy' variant of a base creature, typically brought from the Plane of Shadows or other dark, insubstantial realm. Shadowy creatures look like their base creature, except they are vague and undefined, shrouded in clinging wisps of shadow-stuff, and even sort of translucent in direct light. A Shadow Creature uses all of the base creature's statistics and abilities except as noted below.
CR
Same as base creature +3.
Size and Type
The creature's Size does not change. It's Type remains the same but it gains the subtype Shadow.
Initiative Modifier
The creature's initiative modifier increases by half the amount that its CR increases, round up.
Senses
All senses such as scent, tremorsense, keen hearing, etc are unchanged. In addition, all Shadow Creatures gain Blindsense with a range of thirty feet, giving them a +5 on Perception rolls to defeat Stealth and ignoring Invisibility.
Armor Class
No changes.
Hit Dice
Gain +3 hit points per hit die of their adjusted CR.
Defensive Ability
A Shadow Creature gains the following abilities, which may be added to their Bestiary entry:
Aura: - Aura of dim light. Shadow creatures are always shrouded in dim light, granting them 20 percent concealment and rendering precision damage impossible to inflict. Shadow creatures in full darkness create dim light within ten feet of their space. Shadow creatures in normal light lower lighting conditions to dim light within ten feet of their space. No natural or magical source of light or darkness overcomes this effect.
SR: - Same as Base Creature
Special Defenses: None
Immunities: Same as the base creature.
Weaknesses: Same as Base Creature, plus:
Vulnerable to light or positive energy damage.
OUT OF COMBAT
Same as base creature, except utterly, completely weird. Shadow creatures are noticeably recognizeable as their base creature, but skewed, odd, and wrong. They eat strange food, act in weird and unsettling ways, have strange and unsettling greetings and talk in a freakishly disjointed cadence. They are understandable and recognizable, just...wrong.
Speed
Same as Base Creature.
Melee Attacks
A Shadow Creature retains all the base creature's attacks . However, a Shadow creature makes all of their attacks against the target's touch AC. If the base creature already had a touch attack, that attack is now made at a +3 untyped bonus to hit.
Damage
No change.
Space and Reach
No Changes.
Offensive Ability
No Changes.
Ability Scores
No changes.
Base Attack Bonus
No changes.
Maneuver Offense and Maneuver Defense
Gain an untyped -5 penalty on Maneuver Offense, but also gain an untyped +5 bonus on Maneuver Defense.
Feats
Skills
The GM may add one skill for flavor, and should pick something weird and strange, like Profession: Flenser.