Showing posts with label Incorporeal. Show all posts
Showing posts with label Incorporeal. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Celestial, Harmonious Choir of the Words

Celestial, Harmonious Choir of the Words (from Dragon Magazine #353)
Small Outsider (Extraplanar, Good, Incorporeal)

Hit Dice: 10d8 (45 hit points)
Initiative: +9
Speed: Fly 120 feet (perfect)
Armor Class: 26 (+1 size, +5 Dexterity, +10 deflection); touch 26, flat-footed 21
BAB/Grapple: +10/-
Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Full Attack: Light ray +17 ranged touch (2d4 Strength and 2d4 Wisdom, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Bardic music, incarnate vessel, spells, spell-like abilities, turn undead
Special Qualities: Bardic knowledge, damage reduction 10/evil, immunity to acid, electricity, mind-affecting effects, necromantic effects, and polymorphing, dispel silence, glyph mastery, incorporeal, outsider traits, protective aura, spell resistance 23, words of creation
Saves: Fortitude +7, Reflex +12, Will +12
Abilities: Str -, Int 20, Wis 20, Dex 20, Con 10, Cha 20
Skills: Appraise +5 (+7 with related Craft skills), Concentration +13, Craft: Any Three +22, Diplomacy +22, Knowledge: Arcana +22, Knowledge: Any Two others +22, Knowledge: All Others +5, Listen +18, Perform: Singing +22, Sense Motive +20, Spellcraft +2, Spot +18
Feats: Improved Counterspell, Improved Initiative, Skill Augmentation (Diplomacy and Sense Motive), Weapon Focus (Ray)
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral good
Advancement: 11 - 30 Hit Dice (Small) or by character class

These small, glowing oblong balls of light bear a faint and alien face with runes coming from their mouths. The text streams outward constantly, fading as it reaches the periphery of the celestial's light. The creature's voice is that of dozens of beings speaking in perfect unison. The voices speak an endless stream of gibberish in a mesh of dozens of languages. The colors of the face within the sphere of light and the runes floating from the mouth vary by individual, although most exhibit cooler colors such as blue, green or violet.

A harmonious choir of the words is a living embodiment of the Words of Creation, the words used to create all things at the beginning of everything.it is, in fact, made up of many words, which, like a sentence or a paragraph, come together into a single structure. They are voluble and often friendly, loving nothing so much as deeply intellectual conversations whether among peers or more like tutorials. To a harmonious choir, the wrestling of ideas, the enjoyment of learning, and the beauty of language are their own rewards. They sing frequently, compose poetry, and constantly seek out knowledge, no matter how trivial. Harmonious choirs gladly share their knowledge, but keeping them on topic often proves difficult. Getting a complete answer from a harmonious choir requires a successful DC 15 Bluff or Diplomacy check.

Harmonious choirs of the words speak all known languages.

Combat
Harmonious choirs are creatures of language and song and prefer to avoid combat. If pushed, they do not shy from defending themselves or those under their protection. A harmonious choir usually begins combat by targeting spellcasters with its own spell-like abilities and spells before turning to its light ray.

A harmonious choir's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction. Harmonious choirs often take levels in the bard class. Their bard levels stack with their racial bardic knowledge, bardic music, and spellcasting abilities.

Bardic Knowledge (Ex): As a 10th level bard, with a total bonus of +15.

Bardic Music (Ex): A harmonious choir can duplicate the Bardic Singing abilities countersong, fascinate inspire courage, inspire competence, suggestion, and inspire greatness, up to a total of ten times per day as a 10th level bard.

Dispel Silence (Su): The harmonious choir may dispel magical silence, such as a silence spell, at will. Caster level 10th.

Glyph Mastery (Ex): The harmonious choirs can automatically bypass (with no effect) or dispel any magical glyph, rune, symbol, or writing, including explosive runes, glyphs of warding, and symbols as a 10th level caster. It never suffers from the negative effects of magical writing unless it chooses to.

Incarnate Vessel (Su): Once per round, a harmonious choir can merge its body with another creature on the same plane as itself. This ability is similar to a magic jar spell except it does not require a receptacle. To use this ability, the choir must be manifested and it must try to move into the target's space; moving into the target's space to use the incarnate vessel ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 20 Will save. A creature that successfully saves is immune to that harmonious choir's incarnate ability for 24 hours and the celestial cannot enter the target's space. If the save fails, the harmonious choir vanishes into the target's body. Protection from good and similar effects ward a creature from this ability. The save DC is Charisma-based.

Protective Aura (Su): All allies within 20 feet who can at least see or hear the harmonious choir (including the harmonious choir itself) gain a +4 sacred bonus to Armor Class and a +4 resistance bonus on saving throws against an evil creature's attacks, spells, and supernatural and spell-like abilities. The harmonious choir can lower or reactivate this aura as a free action. In addition, this aura produces the following continuous effects: Arcane sight, detect evil, know direction, light, speak with animals, speak with plants, tongues, and true seeing. The save DC's are 15 + spell level and are Charisma-based.

Spells: Harmonious choirs cast spells in a manner similar to a sorcerer that has become a bard, as a 10th level caster. They typically know the following spells. The save DCs are 15 + spell level and are Charisma-based:
  • 4th Level: (1 spell slot) Modify memory, rainbow pattern.

  • 3rd Level: (3 spell slots) Confusion, good hope, remove curse, slow.

  • 2nd Level: (4 spell slots) Blindness/deafness, calm emotions, eagle's splendor, mirror image.

  • 1st Level: (5 spell slots) Animate rope, lesser confusion, remove fear, sleep.

  • 0th Level: (3 spell slots) Daze, ghost sound, lullaby, mage hand, mending, prestidigitation.

Spell-Like Abilities: At will - analyze dweomer, commune, daylight, detect thoughts, discern lie, enthrall, flare, legend lore, message, read magic, speak with dead, stone tell. Three times per day - dispel evil, dispel magic, glyph of warding, major image. Once per day - erase, hold person, shatter, shout, suggestion, summon monster V, teleport. Caster level 10th. The save DC's are 15 + spell level and are Charisma-based.

Turn Undead (Su): A harmonious choir of the words can turn undead eight times per day as a 10th level cleric.

Words of Creation (Ex): A harmonious choir can use Words of Creation (see the Book of Exalted Deeds) without taking damage. Using the Words of Creation doubles the effects of the bardic singing abilities inspire courage, inspire competence, inspire greatness, and inspire heroics. For bardic singing abilities that require a Perform check such as countersong or fascinate, the Words of Creation grant the choir a +4 sacred bonus on the check. The Words of Creation also increase the saving throw DC for the suggestion and dominate abilities by +2. The Words of Creation increase the choir's effective caster level for the song of freedom by +2.

The Words of Creation can enhance any process of creation. If the Words of Creation are spoken as part of the casting of a Conjuration (Creation) spell, the duration of the spell is doubled. If they are spoken while using a Craft skill, they grant the crafter a +4 sacred bonus on the Craft check.

The Words of Creation help energize good magic. If used in conjunction with a good spell that has a verbal component, the Words of Creation increase the spell's effective caster level by +1.

If the harmonious choir has discovered a creature's true name, by means such as through the use of legend lore or commune spell-like abilities, it can exercise power over that creature in a number of different ways, each of which requires a full round action. it can impose a -4 penalty on creature saving throws to resist a specific compulsion spell or effect. it can reduce the creature's spell resistance by 4 or reduce the amount of its damage reduction by 5. This reduction lasts for 1 minute. It can cast teleport or greater teleport on the creature without including itself as a target of the spell. It can gain a +6 bonus on its opposed Charisma checks to compel service from the creature after it summons it with a planar binding spell.

Outsider Traits: A harmonious choir of the words has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Incorporeal: A harmonious choir can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A harmonious choir can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A harmonious choir always moves silently and cannot be heard with Listen checks if it does not wish to be.

Skills: Harmonious choirs have a +4 racial bonus on all Craft, Knowledge, and Perform checks and the ability to use all Knowledge skills untrained.

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General Rules: Monsters - Akyanzi

Akyanzi (from Dungeon Crawl Classics #19: The Volcano Caves)
Small Undead (Fire)

Hit Dice: 1d12 (6 hit points)
Initiative: +3
Speed: Fly 30 feet (good)
Armor Class: 16 (+2 natural, +3 Dexterity, +1 size); touch 14, flat-footed 13
BAB/Grapple: +0/-4
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Eat enchantment, profane sunder
Special Qualities: Darkvision 60 feet, immunity to fire, smell steel, vulnerability to cold, undead traits
Saves: Fortitude +0, Reflex +3, Will +4
Abilities: Str 10, Int 11, Wis 14, Dex 16, Con -, Cha 10
Skills: Escape Artist +7, Hide +11, Intimidate +4, Knowledge: Arcana +3, Listen +6, Move Silently +7, Search +4, Sense Motive +4, Spot +6
Feats: Weapon Finesse
Environment: Any land and underground
Organization: Cluster (2 - 5) or pack (5 - 20)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 2 - 3 HD (Small), 4 - 5 HD (Medium)
Level Adjustment: -

Akyanzi , also called sword-eaters, are disproportionately large humanoid heads. Fire wreathes them. How they came to be is unknown, but evil priests and necromancers sometimes employ them to weaken opponents. Akyanzi can sniff out steel, and their greatest joy, if they can experience such an emotion, is shattering metal. Their bite also drains the enchantments from weapons.

Combat
Akyanzi swoop about a battlefield, searching out weapons to shatter. They make little distinction between friend and foe, and only if they have destroyed all available weapons do they turn their bites on living beings.

Eat Enchantment (Su): Akyanzi are inherently disruptive to a weapon's magical enchantments. Any time a sword-eater comes into contact with an enchanted weapon, whether striking or being struck, that weapons special abilities are suppressed for 1d4 hours. This is an antimagic effect, rendering the weapon mundane in all ways.

Profane Sunder (Ex): Sword-eaters enjoy the benefits of the Improved Sunder feat, as well as a +8 profane bonus to opposed attack rolls when striking weapons. A sword-eater's bite deals 1d6 points of damage and ignores hardness. Sword-eaters only attack weapons and shields.

Smell Steel (Ex): Akyanzi automatically detect the presence of any steel object within 100 feet. They are able to determine the general placement of steel objects, no matter how small, but gain no special means of precisely locating secret hiding places or seeing through disguises. This ability does not detect any other materials.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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General Rules: Monsters - Ash Guardian

Ash Guardian (from Blackdirge's Dungeon Denizens)
Large Undead (Incorporeal)

Hit Dice: 11d12 (82 hit points)
Initiative: +9
Speed: Fly 60 feet (good)
Armor Class: 18 (+4 deflection, +5 Dexterity, -1 size); touch 18, flat-footed 13
BAB/Grapple: +5/-
Attack: Incorporeal touch +9 melee (2d6 plus whithering caress)
Full Attack: Incorporeal touch +9 melee (2d6 plus whithering caress)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Spell-like abilities, steal essence, whithering caress
Special Qualities: Darkvision 60 feet, +2 turn resistance, unnatural aura, vulnerable to sunlight, incorporeal traits, undead traits
Saves: Fortitude +3, Reflex +8, Will +11
Abilities: Str -, Int 14, Wis 14, Dex 20, Con -, Cha 19
Skills: Concentration +14, DIplomacy +6, Intimidate +14, Knowledge: Arcana +12, Listen +16, Spellcraft +14, Search +12, Sense Motive +12, Spot +16, Survival +2 (+4 when following tracks)
Feats: Blind-Fight, Combat Reflexes, Improved Initative, Iron Will, Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: Special
Level Adjustment: -

The ground before you suddenly erupts in a geyser of blackened soil and ash. The debris does not fall to the earth, how3ever; instead it hands suspended in the air, a greasy black cloud of palpable evil and unholy will. A frightful cacophony of screams arises from the floating mass, and it moves towards you with definite, malignant purpose.

The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remaind of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the "special" earth belonging to a vampire. Most vampires find the ash guardian to be as good or better a protector for their precious earth than anything they could engineer, so it is left to its own devices as a de facto guardian of their sacred earth.

An ash guardian takes on a semi-anthropomorphic shape when attacking. In this form, it is roughly the size of an ogre. Since an ash guardian is incorporeal, it is weightless.

Ash guardians speak Abyssal and one common language, although they rarely communicate with living creatures.

Combat
The ash guardian attacks ferociously and has little regard for its own safety. It acts purely out of anger, trying to inflict as much suffering as possible. Its magic is an extension of its dark will, so the ash guardian uses spell-like abilities as easily as its incorporeal touch attack.

Spell-Like Abilities (Sp): At will - death knell, doom, ray of enfeeblement; Three times per day - enervation, fear; once per day - slay living. Caster level 11th, save DC 14 + spell level. The save DCs are Charisma-based.

Steal Essence (Su): When an ash guardian slays a living intelligent creature with its incorporeal touch attack or a spell-like ability, it can attempt to absorb the victim's life essence, and grow in power if successful. For every three living, sentient creatures an ash guardian absorbs, it gains 1 Hit Die. This extra Hit Die is of the undead type and grants any skill points, base attack bonus increase, and feats as normal for a monster davancing in Hit Dice.

A dying creature can resist this absorption with a successful DC 19 Fortitude save, allowing it to go on to whatever afterlife it has earned. A failed saving throw means the victim's soul has been abosrbed into the ash guardian, and it forever lost. Only powerful magic, such as a wish or miracle spell, can restore life to such an individual. The save DC is Charisma-based.

Whitering Caress (Su): Living creatures hit by an ash guardian's incorporeal touch attack much succeed on a DC 19 Fortitude save or take 1d4 points of Strength and Dexterity damage. On each such successful attack, the ash guardian gains 5 temporary hit points. The save DC is Charisma-based.

Unnatural Aura (Su): Any animal within 30 feet of an ash guardian must make a DC 19 Will save or become panicked. The save DC is Charisma-based.

Vulnerable to Sunlight (Su): An ash guardian in natural sunlight (not merely a daylight spell) cannot attack and can only take a single move action or a standard action but not both.

Incorporeal: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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General Rules: Monsters - Dreamwraith

Dreamwraith (adapted from the Creature Collection II: Dark Menagerie)
Medium Outsider (Chaotic, Incorporeal)

Hit Dice: 8d8 (36 hit points)
Initiative: +6
Speed: 40 feet, fly 80 fet (good)
Armor Class: 16 (+2 Dexterity, +1 dodge, +3 deflection); touch 16, flat-footed 13
BAB/Grapple: +8/-
Attack: Incorporeal touch +10 melee (1d4 plus 1d6 Charisma, 20 x2)
Full Attack: Incorporeal touch +10 melee (1d4 plus 1d6 Charisma, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Charisma damage, dreamslip
Special Qualities: Incorporeal, spoken dreams, dreamsight, merge with illusion, outsider traits
Saves: Fortitude +6, Reflex +8, Will +8
Abilities: Str -, Int 16, Wis 14, Dex 14, Con 11, Cha 16
Skills: Bluff +14, Hide +13, Knowledge: Dreams +14, Listen +15, Search +14. Sense Motive +13, Spellcraft +14, Spot +15
Feats: Dodge, Improved Initiative, Skill Augmentation (Listen and Spot)
Environment: Any land and underground
Organization: Solitary or gang (2 - 4)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9 - 12 Hit Dice (Medium); 13 - 16 Hit Dice (Large)

Dreamwraiths are formed from the stuff of dreams. They are an embodiment of dreams and nightmares given form and sentience. When called to the physical plane, dreamwraiths take on a ghostly, slowly shifting form like a roiling fog. The ancient Tauta' are believed to be the first to call and bind dreamwraiths to their will, and spellcasters, especially illusionists and oneiromancers, still call upon these creatures to enhance their illusions or grant them vivid dreams and enhanced emotional experiences.

Combat
Dreamwraiths shun direct attack, preferring to merge with subjects and feed on their emotions. If pressed into combat, a dreamwraith uses its Charisma-draining touch.

Charisma Damage (Su): Living creatures hit by a dreamwraith's incorporeal touch attack must succeed at a Will saving throw (DC 17) or take 1d6 points of temporary Charisma damage as irrational fears and insecurities are revealed and magnified. Lost Charisma returns at a rate of 1 point per hour. A character reduced to 0 Charisma falls unconscious.

Dreamsight (Su): Dreamwraiths have the ability to sense the presence of any being that dreams within 100 feet, and they can effectively "see" the being even if it is invisible or ethereal.

Dreamslip (Su): With a touch, a dreamwraith may attempt to settle into a creature's dreams , feeding upon its psyche and secret emotions. If the subject fails a will saving throw (DC 17) against this mind-affecting sleep effect, the dreamwraith has merged with it. The victim immediately falls into a deep sleep, full of vivid dreams. This sleep brings improved natural healing that restores an extra 1 hit point per level for every eight hours of uninterrupted slumber. A merged creature will not awaken voluntarily save to fulfill bodily needs. If subjected to loud noise, jostling, hunger, thirst, or attack, the sleeping creature has a 20% chance of waking for 1d6 minutes before falling back into a slumber. A merged wraith can be driven out with a dispel chaos, dictum, banishment, or similar spell. Creatures that do not sleep are immune to this effect.

Merge with Illusion (Su): Sometimes, a dreamwraith can be persuaded to merge with an illusion to increase its believability, adding +4 to the spell's DC for the purposes of disbelief. The following spells can be affected by a dreamwraith - change self, hallucinatory terrain, hypnotic pattern, major image, minor image, mirage arcana, nightmare, permanent image, persistent image, programmed image, rainbow pattern, reverse illusion, screen, seeming, silent image, and veil. For spells with extended durations, the dreamwraith will only affect it for a maximum of one day.

Incorporeal: A dreamwraith can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A dreamwraith can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A dreamwraith always moves silently and cannot be heard with Listen checks if it does not wish to be.

Outsider Traits: Dreamwriths have darkvision with a range of 60 feet. They cannot be raised or resurrected.

Spoken Dream (Su): Dreamwraiths can converse telepathically with any being within 100 feet who dreams. Such communication manifests in the being as a vivid dream or daydream images and sounds

Notes: The dreamwraith statistics presented here are similar to those found in Creature Collection II, but have been modified to fit the 3.5e rules set. The dreamwraith presented in the source material had too few feats, too few skills, and their skills were calculated incorrectly. I fixed that, giving them the feat Dodge, adding the skill Spellcraft and adding enough skill points to make them an eight hit die outsider.

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General Rules: Monsters - Dragon Wisp

Dragon Wisp (from the Dungeon Crawl Classics #30.5: Trek from the Vault))
Small Undead (Incorporeal)

Hit Dice: 8d12 (52 hit points)
Initiative: +12
Speed: Fly 50 feet (perfect)
Armor Class: 22 (+1 size, +8 Dexterity, +1 dodge, +2 deflection); touch 22, flat-footed 13
BAB/Grapple: +4/-
Attack: Spectral bite +14 melee touch (2d8 energy damage - see below)
Full Attack: Spectral bite +14 melee touch (2d8 energy damage - see below)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spectral bite
Special Qualities: Darkvision 60 feet, incorporeal traits, spell resistance 15, undead traits
Saves: Fortitude +2, Reflex +10, Will +9
Abilities: Str -, Int 14, Wis 17, Dex 26, Con -, Cha 14
Skills: Hide +19, Listen +14, Search +13, Spot +14
Feats: Dodge, Improved Initiative, Weapon Focus (Bite)
Environment: Underground
Organization: Pair or swirl (3 - 5)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 9 - 16 HD (Small)
Level Adjustment: -

Dragon wisps are transluscent wsps of spectral color, faint traces of draconic spirits that swirl in vaguely dragon-like shapes. Dragon wisps shift between a spectrum of colors matching the chromatic dragons - red, blue, green, white, and black. A dragon wisps's body is a loose gaseous form roughly two feet across that crates shadowy illumination. Dragon wisps speak Sulic.

Combat
Dragon wisps are dangerous in combat. They shift and phase through materials to chase down opponents, and are relentless in their attacks. In melee, they attack with a spectral bite which acts as a melee touch attack and randomly inflicts electical, fire, cold, or acid damage.

Spectral Bite (Su): The bite of a dragon wisp passes through and ignores natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. A successful bite attack inflicts 2d8 points of random energy damage. When a bite attack succeeds, roll 1d4 to determine what type of energy damage it inflicts - 1: acid, 2: cold, 3: electricity, 4: fire.

Incorporeal: A dragon wisp can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A shadow can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A dragon wisp always moves silently and cannot be heard with Listen checks if it does not wish to be.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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General Rules: Monsters - Shadow

Shadow (from the Monster Manual)
Medium Undead (Incorporeal)

Hit Dice: 3d12 (19 hit points)
Initiative: +2
Speed: Fly 40 feet (good)
Armor Class: 14 (+2 Dexterity, +1 dodge, +1 deflection); touch 14, flat-footed 11
BAB/Grapple: +1/-
Attack: Incorporeal touch +3 melee (1d6, Strength, 20 x2)
Full Attack: Incorporeal touch +3 melee (1d6, Strength, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 feet, incorporeal traits, +2 turn resistance, undead traits
Saves: Fortitude +1, Reflex +3, Will +4
Abilities: Str -, Int 6, Wis 12, Dex 14, Con -, Cha 13
Skills: Hide +8, Listen +7, Search +4, Spot +7
Feats: Dodge, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary, gang (2 - 5), or swarm (6 - 11)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4 - 9 HD (Medium)
Level Adjustment: -

Shadows are creatures of sentient darkness, hating life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. Natural enemies of all that live, shadows are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them.

A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.

Combat
Shadows lurk in dark places, waiting for living prey to happen by.

Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Incorporeal: A shadow can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A shadow can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A shadow always moves silently and cannot be heard with Listen checks if it does not wish to be.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

Shadows as Familiars
Shadows can serve as familiars for 4th level or higher shadowsworn. A shadow serving as a shadowsworn's familiar is incorporeal, but is not undead.

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General Rules: Monsters - Spirit of the Plague

Spirit of the Plague (from the Creature Collection)
Medium Undead (Incorporeal)

Hit Dice: 6d12 (39 hit points)
Initiative: +1
Speed: Fly 15 feet (good)
Armor Class: 11 (+1 Dexterity); touch 11, flat-footed 10
BAB/Grapple: +3/-
Attack: Touch +4 melee (Plague)
Full Attack: Touch +4 melee (Plague)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Plague
Special Qualities: Darkvision 60 feet, DR 5/+1, incorporeal traits, undead traits
Saves: Fortitude +2, Reflex +2, Will +5
Abilities: Str -, Int 10, Wis 9, Dex 13, Con -, Cha 9
Skills: Listen +6, Move Silently +10, Spot +6
Feats: None
Environment: Any
Organization: Solitary, ward (10 - 20), or plague (25 - 100)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 4 - 9 HD (Medium)
Level Adjustment: -

Spirits of the plague are the undead remains of those claimed by disease who exist to spread sickness to others. After death, the spirits of those who had agonized under the plague the longest, those whose wills were broken and spent at death, return to the mortal world bound by Kivutar's will. They travel through their towns or along merchant routes and even on the fields of battle to spread their disease.

Combat
Spirits of the plague exist solely to harass the living and spread their horrible diseases. They spend their nights passing through towns, caressing the faces of sleeping people in order to infect them.

Plague (Su): Any creature touched by a corporeal spirit of the plague must succeed at a DC 16 Fortitude save or contract an advanced form of whatever disease killed the spirit originally. DMs can tailor this disease to the epidemiological history of their campaigns, but assume as a default that the disease has an onset period of 1d10 days and causes 1d6 hit points of damage per day afterward until it is cured.

Incorporeal: A spirit of the plague can become corporeal or incorporeal as a swift action. When incorporeal, a spirit of the plague can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. While incorporeal, the creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. An incorporeal spirit of the plague can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal spirit of the plague always moves silently and cannot be heard with Listen checks if it does not wish to be.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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General Rules: Monsters - Shadow Raven

Shadow Raven (from AEG's Evil)
Small Undead (Incorporeal)

Hit Dice: 2d12 (13 hit points)
Initiative: +3
Speed: Fly 60 feet (good)
Armor Class: 15 (+3 Dexterity, +1 size, +1 deflection); touch 15, flat-footed 12
BAB/Grapple: +1/-
Attack: Incorporeal claw +3 melee (1d2, Strength, 20 x2)
Full Attack: Incorporeal claw +3 melee (1d2, Strength, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Strength damage
Special Qualities: Darkvision 60 feet, incorporeal traits, undead traits
Saves: Fortitude +1, Reflex +4, Will +2
Abilities: Str -, Int 2, Wis 11, Dex 16, Con -, Cha 12
Skills: Hide +10, Listen +5, Spot +5
Feats: Flyby Attack
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 2 - 3 HD (Small)
Level Adjustment: -

Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from infernal powers or manufactured by necromancers by some unknown ritual. They have the general size and shape of regular ravens, but are entirely made of shadows. Their eyes glow a dark red and their cries are screeching whispers. They will obey their masters, but are willful and sly. They are always looking to feed.

Combat
Shadowravens love to attack out of the night sky, dive-bombing the unaware. When indoors, they lie in wait in high, dark corners, always watchful for opportunities.

Strength Damage (Su): On a successful strike, a shadow raven deals 1d2 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. This is the only way a shadow raven can feed.

Incorporeal: A shadow raven can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A shadow raven can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A shadow raven always moves silently and cannot be heard with Listen checks if it does not wish to be.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

Shadow Ravens as Familiars
Shadow ravens can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be of evil alignment, take the Improved Familiar feat, and be at least a 5th-level caster.

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