Swarm of shadows that attack creatures standing in shadows like piranhas, devouring their flesh wish a massive number of attacks. Creatures which move out of the shadows cannot be attacked by these swarms.
Shadow Swarm
Size/Type: Large Undead Swarm (Incorporeal)
Hit Dice: 7d12 (56 hp)
Initiative: +2
Speed: 0 ft. Travel only by shadows (see Shadow Jump text below)
Armor Class: 16 (+3 dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d4 Str)
Full Attack: 4 attacks/round Incorporeal touch +6 melee (1d4 Str)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +6
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 10, Cha 14
Skills: Hide +14*, Listen +7, Search +5, Spot +13
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Swarm (8-12 per swarm)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-12 HD (Huge), 13-17 HD ()
Level Adjustment: —
A shadow swarm can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow swarm is a group of 8-10 weightless shadows 4 to 5 feet tall. Shadows cannot speak intelligibly, but emit high-pitched shrieks when they fly in swarms.
Combat
Shadows hunt in the night sky, traveling great distances.
Strength Damage (Su): The touch of a shadow swarm deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow swarm dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.
Shadow Jump (Su): A shadow swarm has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow swarm can jump up to a total of 20 feet each round in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two HD higher than 7, the distance a shadow swarm can jump each round doubles (40 feet at 9, 80 feet at 11, and 160 feet at 13). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Skills
Shadow swarms have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow swarm 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.
Thursday, July 31, 2008
Wednesday, July 30, 2008
Wildfire
These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.
Tuesday, July 29, 2008
Ring of Appearing as Magic
Created by some bored, sick wizard in his tower, this ring appears as if it is magical, and that is its only magical enhancement. It will appear as magical in response to detect magic, but an identify or analyze dweomer will reveal nothing, only that it is imbued with some form of an enchantment. This confounds mages who feel the need to know everything about an item, and personalities of this type will likely devote countless hours to the task in vain.
Faint enchantment, CL 3, craft wondrous item, Price: 150gp.
Faint enchantment, CL 3, craft wondrous item, Price: 150gp.
Monday, July 28, 2008
Coin of Unknown Fortune
Flip this coin to receive either a +1 or a -1 luck bonus to all the rolls in your next encounter. This coin can only be flipped in this way 10 times, at which point it becomes normal currency.Greater versions of this coin add larger bonuses or penalties, depending on the result of the flip. Still others add more charges.
Faint transmutation. Price: 100gp per bonus x number of charges (standard coin is 1,000gp)
Nightingale of Florence
This bird, when summoned, provides additional healing to the entire party as it sings a sweet song in a nearby tree.
A statuette version of this creature can be used to summon the nightingale. This silver figurine transforms into a nightingale on command, retaining its metallic consistency, which gives it hardness 10. The figurine, when activated, sings a pleasant tune throughout the night, providing 4d8+7 hit points of healing over the course of the night. These effects occur to one person per 15 minute increment, so if the rest is interrupted before everyone is healed, the nightingale completes its song and returns to its figurine state. The nightingale has no additional special powers or telepathic abilities. It can be used in this way for only 24 hours per week (3 nights of full rest), and for only 8 hours at a time.
Faint enchantment and transmutation; CL 7th; Craft Wondrous Item, cure critical wounds, animate objects; Price 5,000 gp.
A statuette version of this creature can be used to summon the nightingale. This silver figurine transforms into a nightingale on command, retaining its metallic consistency, which gives it hardness 10. The figurine, when activated, sings a pleasant tune throughout the night, providing 4d8+7 hit points of healing over the course of the night. These effects occur to one person per 15 minute increment, so if the rest is interrupted before everyone is healed, the nightingale completes its song and returns to its figurine state. The nightingale has no additional special powers or telepathic abilities. It can be used in this way for only 24 hours per week (3 nights of full rest), and for only 8 hours at a time.
Faint enchantment and transmutation; CL 7th; Craft Wondrous Item, cure critical wounds, animate objects; Price 5,000 gp.
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