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New Monsters

Project space for Peacenlove's Complete Shadow project for Pathfinder.

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New Monsters

Postby Peacenlove » Thu Jan 20, 2011 10:26 am

UMBRA ANGELA (SHADOW ANGELS)


DESCRIPTION
Umbra angela look like young female humans with pale gray skin and black raven wings. Their lithe bodies belie their supernatural strength and toughness. Common eye and hair colors are black and grey-white.

Cursed angels, despite their deathless state look like living creatures and only close observation and their white glowing eyes belie their true nature.

Neophytes are naturally invisible, incorporeal mass of gases not unlike invisible stalkers.

HISTORY
The plane of shadow always was the point of interest for many planar powers. Between being a gateway to all the material planes and conterminous and coexisting with all the inner planes, and being the foundation for one of the most peculiar types of magic, no one could ignore its strategic importance in the multiverse. Since the beginning of time, where the material planes were only a conflagration of mixed and wild elements and the first concepts of alignment were born, the plane of shadows was a common staging ground for large scale genocidal wars between outsiders of different alignments.

Two factions expressed the most interest for this important plane: The angels, who represented balance tempered by good will and the obyrith, who represented chaos in its most undiluted and sinister form. No other faction had achieved the military dominance on that plane, and they slowly retreated to focus on other, less important for those 2 factions, battlefields. The reasons for this zeal are lost into time; however both factions were merciless on achieving their ultimate goal.

However the plane of shadow was not easily tamed. No matter how hard the angels tried to consecrate the plane, it always resisted the attempts. The obyrith had the same problem, despite conquering many material worlds that ended as parts of the abyss, the plane of shadow remained defiant. Both sides decided to retreat, since they had nothing to gain by conquering land they couldn't control.

They didn't end their attempts to unearth its secrets, though. Malchiah, one of the brightest and most resourceful angels was sent with a host of celestial researchers to analyze and determine the true nature of the plane of shadows. While most of the obyrith abandoned their plans to conquer that plane, one of their own, having lost his domain to Mishka the Prince of Demons, found that the plane of shadows hosted many planar breaches to the negative energy plane, an environment that he was accustomed to. His name was Tenebrous and he had both an affinity for undead and a lust for knowledge.

As if reviving the old wars, Malchiah and Tenebrous came often in conflict. The war came into a stalemate, until the abyssal reign of the obyrith fell and Tenebrous was both weakened and without reinforcements. Malchiah then slew his opponent, but found out that his essence returned back into the abyss, and more accurately on a layer that would later be the home of Orcus. After that war Malchiah hadn't encountered any significant resistance and learned a great deal about the plane.

The sheer amount of knowledge and unearthed secrets changed their perception for the shadow plane. They found out that the plane of shadow was a place where extreme opposites coexisted. Darkness and light, death and life and many other elements coexisted together. The shadow plane was the gateway to all the inner planes, but was mimicking and mixing all of these planes into its own reality. As it was a thinking entity, it tried to hide and resist attempts to unearth and understand this reality. Or maybe it was always changing? Lastly it wasn't influenced only by elemental forces, but by the very thoughts and hidden desires of the creatures of the prime material plane. It trapped higher thoughts such as love, creativity or hate and reshaped them to its own image.

It was a place of hidden conflicts, lost thoughts and more important, of ultimate balance. Sentient, intelligent yet not alive, it was a wellspring of knowledge.

When Malchiah returned to the Upper Planes and shared his findings with the rest of his kin, the Neutral Good gods decided that this bastion of balance shouldn't be left unguarded. After careful consideration, Malchiah agreed to become the Guardian of the plane, researching about this strange world, collecting intelligence from its conterminous planes and defending it from demon activity. His decision inspired many of his kin to follow him on his mission.

It was a grand sacrifice for Malchiah. He forsook the Upper planes in order to attune himself to the Plane of shadow. Afterwards he battled endlessly with the plane's traits in order not to lose his celestial qualities. Still he succeeded and he guided his aides to endure this strange world. While their loyalty and benevolence remained intact, their bodies and powers changed considerably. They have been accepted by shadow and now they are like shadows. They have named themselves Umbra angela, however a more common name would be “Shadow Angels”.

Drawing upon the echoes of ancient civilizations and the hidden memories of the plane, while not forsaking their martial training, Umbra angela had become well verse in Shadow Magic, and blended mystery casting with their previous skills. Those skills helped them immensely on their skirmishes with the undead nightshades and various other extraplanar or undead threats. They eyed with interest the rise of the Empire of Shade, but decided not to take action, and they had allied with the Illumnian race, after the destruction of their library by the Githiyanki. Many Illumnians pledge their loyalty and become shadowcasters and martial adepts after the tutelage of the Umbra angela, and the angels protect the illumnian race in return.

However old grudges die hard. Tenebrous, the old enemy of Malchiah had gained control of Orcus and worse still, he had gained god like powers as well as the knowledge of the Last Word invocation. This was the darkest page of the shadow angels history, for their enemy was far stronger than before. Tenebrous easily slew Malchiah but did not stop there. He cursed many of the angels to walk the plane of shadow as horrific undead essences. The rest fled and hid in places where Tenebrous wouldn't reach, watching their kin slay each other.

Tenebrous reign was thankfully short lived. Heroes from the material plane defeated his church and disrupted his god-killing plans. Thus the recovery started. The curse was lifted and the undead angels finally found rest. However many of them, regretting what had they done in their undead state, decided to remain to the world of the living as deathless creatures. They won’t rest until the damage to their kin has finally repaired. They call themselves “Cursed Angels” in remembrance of their sad duty.

Still recovering by their great losses and without Malchiah, nevertheless they live on, trusting their few Stewards of Time for leadership. Their main objective has shifted from research to active warfare. They observe with interest the fight between the 13 Shadow kings and the dark goddess Shar and take action against the mad god Teka and his depraved followers, the croobs, galks and geluk. But more importantly they hunt down corrupt users of shadow magic and weed out the faith of demon lords regardless if they are worshiped as gods or used as vestiges.

Their future looks grim however since, after the loss of their great leader, the Plane of shadow finally entrenches their immortal souls making them favor survival rather than the enforcement of benevolent balance or the gathering of knowledge. If this continues they will soon lose their celestial status.


Umbra Angelus Subtype:
Shadow Blend (Su): In any condition of illumination other than full daylight, an Umbra Angelus can disappear into the shadows, giving it total concealment.
Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Alternate Form (Su): An Umbra Angelus can assume another form at will as a standard action. Forms assumed must be from the following list: Any small or medium humanoid, Large or smaller Shadow Elemental with the winged template (From Tome of Magic and Savage Species respectively), Shadow Mastiff or a raven with the Shadow template (from Lords of Madness).

Fast Healing equal to ½ their total Hit Die (Ex)

Immunities (Ex): Immunity to cold and any negative effect that affects his senses such as blindness or deafness.

Telepathy (Su) at a range of 100 feet.

See in Darkness (Su): Umbra Angela can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Disruptive Aura (Su):
All Umbra Angelus give off a 20-foot radius emanation of disruptive energy. All good aligned creatures with the Extraplanar (Shadow) subtype and all deathless within 20 feet of the Umbra Angelus (including the creature itself) gain a +2 bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Multiple auras do not stack and the Umbra Angelus Hit Dice, attack, and save entries given here include these bonuses. Charisma checks made to influence deathless and good aligned creatures with the Extraplanar (Shadow) within this area take a -6 penalty and good aligned creatures with the Extraplanar (Shadow) subtype gain a +6 bonus to saves versus spells that banish them to another plane. In addition, undead and evil creatures inside this aura cannot use their rebuke undead ability or any [Divine] feats as long as they stay inside and for 1 round thereafter.
An Umbra Angelus’s disrupting aura cannot be dispelled except by a break enchantment spell or similar effect. If the effect is dispelled, the Umbra Angelus can resume it as a free action on its next turn.

NEOPHYTE
Small Outsider (Extraplanar (Shadow), Umbra Angelus, Good, Incorporeal)
HD:
2d10+4 (15)
Speed: Fly 60 ft. (Perfect) (12 squares)
Init: +5
AC: 12; touch 12; flat-footed 12 (+1 Size, +1 Charisma)
BAB: +2; Grp: -2
Attack: Frost Ray, ranged touch +6 (2d6 cold, 20/2)
Full-Attack: Frost Ray, ranged touch +6 (2d6 cold, 20/2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mysteries
Special Qualities: Umbra Angelus Abilities, Incorporeal traits, Outsider traits, DR 5/evil, SR 13
Saves: Fort +5 Ref +6 Will +6
Abilities: Str -, Dex 12, Con 10, Int 11, Wis 12, Cha 12
Skills: Knowledge (any 3) +5, Spot +6, Listen +6, Spellcraft +5, Hide +6, Move Silently +6
Feats: Improved Initiative, Still Mystery B
Environment: Plane of Shadow
Organization: Solitary, pair, or class (15-25 and 1 Dark Ranger)
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral Good, Often Neutral
Advancement: 3–4 HD (Small); Favoured Class: Shadowcaster
Level Adjustment:

Neophytes are the shadow angel equivalent of Lantern archons, spiritual angels that thirst for knowledge and perfection. They are born from souls that battled evil in all its forms from the shadows. If they find a non-evil creature, they unleash a barrage of questions on him.

COMBAT

Neophytes tend to avoid combat and their incorporeal forms help them immensely so. They are not cowards however, they only retreat to warn their much more able companion angels.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 1d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn't reduce the amount of damage dealt however cold or electricity immunity will.

Mysteries: Neophytes can cast mysteries as a 2th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 2nd, Concentration +3, DC 11 + mystery level, 13 for supernatural abilities)

Apprentice 1/day as spells:
Twilight Evangelist: Hidden from evil
Darkland Walker: Dimmed Walker


Fundamentals at will as supernatural:
Unnatural Life, Trick of the Light, Black Candle

Natural Invisibility (Su): This ability is constant, allowing a Neophyte to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

DARK RANGER
Medium Outsider (Extraplanar (Shadow), Umbra Angelus, Good, Shapechanger)
HD:
11d10+55 (137)
Speed: 40 feet (8 squares); 80 ft. (good) (16 squares)
Init: +8
AC: 24; touch 18; flat-footed Never (+2 Armor, +8 Dexterity, +4 Natural)
BAB: +11; CMB: +15; CMD: 33
Attack: Long bow +19 (1d8+14 force + 4d6 Sneak attack, 20/3, Deadly Aim)
OR Long sword +18 (1d8+7 + 4d6 Sneak attack, 19-20/2)
Full-Attack: Long bow +17/ +17 /+12/+7 (1d8+14 force + 4d6 Sneak attack, 20/3, Deadly Aim, Rapid Shot)
OR Long sword +16/+11/+6 (1d8+7 + 4d6 Sneak attack, 19-20/2) and Short sword +16/+11 (1d6+5 + 4d6 Sneak attack, 19-20/2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mysteries, Maneuvers
Special Qualities: Umbra Angelus Abilities, Outsider traits, Obfuscation, DR 10/evil and silver, SR 24, Guerrilla Training
Saves: Fort +14 Ref +15 Will +13
Abilities: Str 19, Dex 26, Con 16, Int 20, Wis 18, Cha 22
Skills: Knowledge (any 5) +19, Sense Motive +18, Intimidate +20, Spot +18, Listen +18, Spellcraft +19, Concentration +17, Hide +22, Move Silently +22
Feats: Two Weapon Fighting B, Improved Two Weapon Fighting B, Precise Shot, Point Blank Shot, Still Mystery B, Dark Stalker (LoM), Smiting Mystery, Track B, Deadly Aim, Rapid Shot
Environment: Plane of Shadow
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 13
Treasure: Standard plus +1 Force Composite longbow [+4 Maximum Strength], +1 Long sword, +1 Short sword, +1 Padded Armor
Alignment: Usually Neutral Good, Often Neutral
Advancement: 12-17 HD (Medium), 18-22 HD (Large); Favoured Class: Crusader
Level Adjustment: -

Dark rangers have a racial hatred of the Undead nightshades, since they are created out of powerful evil outsiders. They guard their brethen from the dangers of the Shadow plane, collect information in the material planes and hunt mercilessly those who would ally with the undead or with demons. Some of them are teachers and mentors to the Neophytes, however most are far and away, even outside the plane of shadow.
The death and sacrifice of the Umbra angella race is heavy and Dark rangers do not speak often if at all.

COMBAT

A Dark ranger can spy upon its target for years unnoticed. Between his raven shape, his excellent mystery casting and his natural abilities, she attacks her marks at a place and time of her choosing. However if the target proves resistant and able to reach close quarters with her, she flees combat to return with reinforcements, and to report to the Stewards of Time.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 3d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn't reduce the amount of damage dealt however cold or electricity immunity will.

Death Attack: Fortitude negates, DC 20. As the Assassin ability (DMG p.180) but this ability works also on undead despite their immunity to critical hits or not needing to roll Fortitude saving throws.

Sneak Attack: 4d6, as the Rogue ability but undead are also affected.

Ghost Touch attacks (Su): A Dark Ranger's attacks and spells do not suffer from a miss chance against incorporeal targets

Martial Maneuvers: Dark Rangers know martial maneuvers and stances as a 11th level crusader. It can choose its maneuvers from the Devoted Spirit, Shadow Hand, Stone Dragon and Tiger Claw disciplines

Typical maneuvers known:
Entangling Blade (4th), Dancing Mongoose (5th)*, Pouncing Charge (5th)*, Shadow Stride (5th)*, Cloak of Deception (2nd)*, Stalker in Night (6th)*, Rallying Strike (6th), Stone splitting Strike (4th), Sudden Leap (1st)*, Adamantine Bones (1st)
Typical Stances:
Child of Shadow (1st), Blood in Water (1st), Assassin's Stance (3rd)*
* indicates a readied maneuver

Mysteries: Dark Rangers can cast mysteries as an 11th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 11th, Concentration +17, DC 16 + mystery level, 21 for supernatural abilities)

Initiate 1/day as spells:
Dark Relic: Shadow Weaponry.
Twilight Conspiracy: Twilight Paranoia.
Nightmarish Domain: Nightmarish Mist, Phantasmal Refuge, Unearthly Marsh.
Boundless Void: Pulled up, Black Skies, Descending Sky.


Apprentice 2/day as spell like abilities:
Twilight Evangelist: Hidden from evil, Acolyte's Charm, Victorious Prophecy.
Winding Trail: Shadow's Path, Shadow Layout, Path of Woe.
Dark Snare: Sudden Pit, Shadow Spikes, Shadow's Venom


Fundamentals at will as supernatural abilities:
Unnatural Life, Trick of the Light, Sustained Stride, Mystic reflections, Squelch Light

Obfuscation (Ex): A Dark Ranger cannot be tracked in any environment. Also animals are always friendly to the Dark Ranger and will not attack him unless provoked or commanded through a special link (such as a druid's animal companion).

Guerrilla Training (Ex): A Dark Ranger is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage.

In addition he possesses innate cunning and logical ability. This gives him immunity to maze spells and prevents him from ever becoming lost. He is never caught flat-footed and is not restricted to a standard action during surprise rounds.


CURSED ANGEL
Medium Deathless (Extraplanar (Shadow), Umbra Angelus, Good, Shapechanger)
HD:
14d8+98 (184)
Speed: 40 feet (8 squares); 80 ft. (good) (16 squares)
Init: +6
AC: 32; touch 16; flat-footed 32 (+8 Armor, +6 Dexterity, +8 Natural)
BAB: +14; CMB: +23 CMD: 37
Attack: Guisarme +24 (2d6 + 28, 20/3, Power Attack)
Full-Attack: Guisarme +24/+19/+14 (2d6 + 28, 20/3)
Space: 5 ft.; Reach: 10 ft.
Special Attacks: Mysteries, Maneuvers
Special Qualities: Umbra Angelus Abilities, Deathless traits, DR 15/evil and silver, DR 5/-, SR 27, Improved Uncanny Dodge, Uncanny Dodge
Saves Fort +11 Ref +17 Will +17
Abilities: Str 26, Dex 22, Con -, Int 22, Wis 20, Cha 24
Skills: Knowledge (any 8) +23, Sense Motive +22, Intimidate +24, Spot +22, Listen +22, Spellcraft +23, Concentration +24
Feats: Power Attack, Mage Slayer (C. Arcane), Still Mystery B, Knowledge Devotion (C. Champion), Pierce Magical Concealment (C. Arcane), Combat Reflexes, Stand Still, Pierce Magical Protection (C.Arcane), Weapon Focus (Guisarme) size=50]B[/size], Weapon Specialization (Guisarme) B
Environment: Plane of Shadow
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 16
Treasure: Standard plus +2 Shadow Striking Large Guisarme, +3 Nimbleness Mithril Breast plate
Alignment: Usually Neutral Good, Often Neutral
Advancement: 15-21 HD (Medium), 22-28 HD (Large); Favoured Class: Crusader
Level Adjustment -

Cursed angels are angels who were cursed by Tenebrous to slay their own kin. Only recently freed from their curse, they had no choice but to repent for their sins with the best way: protecting their brethren at any cost and slaying demons and evil spellcasters allied to Tenebrous and the vile gods of darkness.
Their zeal upon completing their goal was so unrelenting that many times the Upper planes whispered to them, that their actions would grant them a place of respect upon the greatest of angels, however many are the times that they outright refuse, not resting until the threat of demonkind is no more. And they do not intend to go to the heavens defeated.

COMBAT

In combat a Cursed Angel stands out from his brethren. In close quarter fighting he is simply a killing machine with his oversized weapons and mastery of maneuvers, and his mystery casting means that he will be prepared against more exotic threats. He is the only type of Shadow angel who will not back from combat, instead relying on his fortitude and fighting styles to get the job done. No matter how much the thrill of battle overcomes him; his first goal is that no harm comes to his comrades.

Cursed Existence: Unlike most deathless, Cursed Angels gain B.A.B, Skill Points and Saves as an Outsider.
They are also immune to all necromantic effects, curses, taint and any form of energy drain.

Martial Maneuvers: Cursed Angels know martial maneuvers and stances as a 14th level crusader. It can choose its maneuvers from the Devoted Spirit, Shadow Hand, Iron Heart, Stone Dragon and White Raven disciplines

Typical maneuvers known:
Avalanche of Blades (7th)*, Colossus Strike (7th)*, Covering Strike (4th), Entangling Blade (4th), Iron Heart Surge (3rd)*, Mountain Avalanche (5th), Order forged from Chaos (6th)*, Pouncing Charge (5th)*, Shadow Stride (5th)*, Cloak of Deception (2nd), Steely Strike (1st), Stalker in Night (6th)

Typical Stances:
Child of Shadow (1st), Blood in Water (1st), Thicket of Blades (3rd)*
* indicates a readied maneuver

Mysteries: Cursed Angels can cast mysteries as a 14th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 14th, Concentration +21, DC 17 + mystery level, 24 for supernatural abilities)

Master 1/day as spells:
Warrior of Darkness: Shadow Alacrity.
Eyes of the Night Sky: Truth Revealed.
Shadowscape: Grasping Shadows.


Initiate 2/day as spell like abilities:
Unbinding Shade: Shadows Fade, Unravel Dweomer, Greater Shadows Fade.
Darkened Alleys: Fearful Gloom, Sickening Shadow, Deadly Shade.
Black Magic: Warp Spell, Echo Spell.
Body and Soul: Bolster.


Apprentice 3/day as supernatural abilities:
Shutters and Clouds: Dusk and Dawn, Shadow Skin, Dancing Shadows.
Darkland Walker: Dimmed Walker, Wave of Emptiness, Land of Darkness.
Ebon Whispers: Voice of Shadows, Congress of Shadows, Flicker.


Fundamentals at will as supernatural:
Unnatural Life, Trick of the Light, Black Candle, Mystic reflections, Squelch Light, Caul of Shadow.

Strength of the night (Su): Their supernatural strength lets them function in many ways as if they were one size category larger.

Whenever a Cursed Angel is subject to a size modifier or special size modifier for a combat maneuver, the Cursed Angel is treated as one size larger if doing so is advantageous to him.

A Cursed Angel is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Cursed Angel can use weapons designed for a creature one size larger without penalty.

However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 6d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn’t reduce the amount of damage dealt however cold or electricity immunity will.

Improved Uncanny Dodge (Ex) and Uncanny Dodge (Ex): as the barbarian ability.


STEWARD OF TIME
Medium Outsider (Extraplanar (Shadow), Umbra Angelus, Good, Shapechanger)
HD:
19d10+190 (305)
Speed: 70 ft; 120 ft. (perfect) (20 squares)
Init: +8
AC: 38; touch 32; flat-footed 30 (+14 Deflection, +8 Dexterity, +6 Natural)
BAB: +19; CMB: +29; CMD: 51
Attack: Large Scythe +35 (2d6+21+2 con damage, 19-20/4+Lighting Overload)
Full-Attack: Large Scythe +35/+30/+25/+25 (2d6+21+2 con damage, 19-20/4+Lighting Overload)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Mysteries, Maneuvers, Time Field, Alter past, Reality distortion, Lighting Overload, Freezing Retribution
Special Qualities: Umbra Angelus Abilities, Outsider traits, DR 15/-, DR 25/epic and evil and silver, SR 37, Draw upon memories, Master of the Scythe, Unearthly Grace
Saves: Fort +36 Ref +34 Will +33
Abilities: Str 30, Dex 26, Con 30, Int 34, Wis 28, Cha 36
Skills: Knowledge (all 10) +34, Sense Motive +31, Intimidate +35, Spot +31, Listen +31, Hide +29, Move Silently +29, Spellcraft +34, Concentration +32
Feats: Dark Magic Scholar B, Power Attack, Dark Stalker (LoM), Master Dabbler, Metashadow Mastery, Still Mystery B, Line of Shadow Mystery, Chain Mystery, Twin Mystery, , Knowledge Devotion (C. Champion), Insightful Shadowcaster (Descent of Shadows), Extra Granted Maneuever (T. of B.), Greater Weapon Focus (scythe) B, Greater Weapon Specialization (scythe) B, Weapon Focus (scythe) B, Weapon Specialization (scythe) B, Weapon Mastery (slashing) B, (PHB 2), Weapon Supremacy (scythe) B, (PHB 2)
Environment: Plane of Shadow
Organization: Solitary or troupe (1 Steward of Time, 2 Cursed angels and 4 Dark Rangers)
Challenge Rating: 22
Treasure: Triple Standard plus +1 Shadow striking, Keen, Greater Wounding Large Scythe
Alignment: Usually Neutral Good, Often Neutral
Advancement: 20-29 HD (Medium), 30-38 HD (Large); Favored Class: Shadowcaster
Level Adjustment: -

Stewards of Time are the unquestioned leaders of the Umbra angella. However this fact is hidden by their calm and usually pleasing demeanor, and their endless knowledge in many subjects. In fact the other angels aknowledge the Stewards ans the most resourseful and clever of their race, able to form plans that no other could even grasp. So they put their trust on them.

However they can afford to be calm and easy going. Being masters of time and able to discern the intentions of even the most sly devil, they know beforehand if a creature will be helpful or not. Also their power is rivaled only by the greatest of demons and devils, and not even they would risk a direct confrontation, for indeed they could very easily be unmade and losing all their power in an instant.

Most often than not Stewards of time will pass as powerful mortal shadowcasters, spreading the benevolent use of Shadow magic and running great academies and libraries of knowledge.

COMBAT

A Steward of time will enter combat only if its brethen are in danger or if he deems that no other alternative exists. However the creatures that provoked them would wish that they were never born, a wish that the angel can easily fulfill. They relish both mystery casting, preferring to debuff their opponents and attacking with their scythes, and the many spirits that surround the Steward make sure that their tender will emerge victorious no matter what.

Martial Maneuvers: Stewards of Time know martial maneuvers and stances as a 19th level crusader. It can choose its maneuvers from the Devoted Spirit, Diamond Mind, Shadow Hand, Iron Heart, Stone Dragon and White Raven disciplines

Typical maneuvers known:
Adamantine Hurricane (8th)*, Avalanche of Blades (7th)*, Colossus Strike (7th), Covering Strike (4th), Diamond Nightmare Strike (8th)*, Entangling Blade (4th), Raging Mongoose (7th)*, Moment of Alacrity (6th), Mountain Avalanche (5th), Order forged from Chaos (6th)*, Pouncing Charge (5th), Shadow Stride (5th), Strike of Righteous Vitality (9th)*, Time stands Still (9th)*, War Master’s Charge (9th)*

Typical Stances:
Child of Shadow (1st), Blood in Water (1st), Pearl of Black Doubt (3rd)*, Immortal Fortitude (8th)
(* indicates a readied maneuver)

Mysteries: Stewards of Time can cast mysteries as a 19th level Shadowcaster. This includes the knowledge of new fundamentals, and the transformation of lower-level path mysteries into spell-like or supernatural abilities.

Typical Mysteries Known (Caster level 27th, Concentration +40, DC 23 + mystery level, 36 for supernatural abilities)

Master 2/day as spell like abilities:
Warrior of Darkness: Shadow Alacrity, Touch of Inevitable Fate, Blade of Darkness.
Eyes of the Night Sky: Truth Revealed, Far Sight, Reflections of things to come.
One with Naught: Thought of Oblivion, Shadow Sequestration, Shadow Immersion.
Midnight Athenaeum: Seek the Lost, Conjure Codex.

Initiate 3/day as supernatural abilities:
Unbinding Shade: Shadows Fade, Unravel Dweomer, Greater Shadows Fade.
Darkened Alleys: Fearful Gloom, Sickening Shadow, Deadly Shade.
Black Magic: Warp Spell, Echo Spell.
Body and Soul: Bolster.


Apprentice 3/day as supernatural abilities:
Shutters and Clouds: Dusk and Dawn, Shadow Skin, Dancing Shadows.
Touch of twilight: Life fades, Flesh Fails, Umbral Touch.
Darkland Walker: Dimmed Walker, Wave of Emptiness, Land of Darkness.


All Fundamentals at will as supernatural abilities

Time Field (Su): Enemy creatures that start their turn in a 60 feet radius from the Steward of Time do not benefit from any spell or ability that grants them extra actions or allows them to resolve their actions faster than normal. If any evil creature is slain while inside this field, all effects, creatures or objects he created via a spell, spell like or supernatural ability, immediately end and vanish as appropriate. That creature cannot be resurrected or raised from the dead unless the Steward of Time is present at the time of casting the spell.

Draw upon Memories (Su): A Steward of Time automatically identifies any spell, spell like, supernatural or extraordinary ability that he witnesses. In addition he is immune to mind affecting and death spells and abilities.

Alter Past (Su): As a free action, a Steward of Time can produce a rift in time that enables it to replay its last turn.

The Steward of Time returns to the position it occupied when its turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that its actions provoked).

If it used any mysteries, it regains the daily uses spent. A Steward of Time can use this ability three times per day, but no more than once per round.

Reality Distortion (Ex): A Steward of Time has limited influence over the forces of time and reality. At will (but only once per round), a Steward of Time can take a free action to reroll any unfavorable die roll or force its opponent to reroll a favourable die roll. The Steward of Time must accept the result of the reroll.

Lighting Overload (Su): Whenever a Steward of Time successfully scores a critical hit with his scythe or with any of his mysteries, the creature affected must make a fortitude save or die.

Even creatures normally immune to critical hits or undead are subject to this ability, however creatures immune to electricity are immune to this ability as well.

Master of the Scythe (Su): The Steward of Time is a master of the scythe, and gains the ability to wield a scythe one size larger than normal.

Freezing Retribution (Su): Any attack with a melee, natural or ranged weapon, or with a damaging touch or ranged touch mystery deals an additional 10d8 damage, half of which cold and the other half electricity, to evil creatures. Cold or electricity resistance doesn't reduce the amount of damage dealt however cold or electricity immunity will.

Shadow Fury (Su): Stewards of Time gain an additional standard action that must be used to cast a mystery from their daily allotment. In addition they act as if under the effects of a freedom of movement spell.

Unearthly Grace (Su): A Steward of Time adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

TACTICS ROUND BY ROUND

Prior to combat: The steward of time has used Conjure Codex to enchant his scythe with Greater Magic Weapon to have a +5 enhancement bonus (raising his attack and damage by 4 accordingly), his clothing with Magic Vestment to have a +5 enhancement bonus (+5 enchantment bonus to armor AC) and he also cast Greater Luminous Armor (from B. of E. D.) that gives him +8 Armor AC and an additional +4 AC versus melee attackers.

Then he casts Blade of darkness (converting his weapon damage into force damage and giving him +3 attack, +5 damage), Shadow Alacrity (giving him an extra attack on a full attack and casting touch spells as swift actions), Reflections of things to come so he is never surprised and Bolster, giving him 75 temporary Hit Points. Also if he is aware of the opposition (a fairly certain fact) he has also Truth Revealed active.

Lastly he determines the creature type he is fighting, gaining the appropriate insight bonuses from the Knowledge Devotion feat.

Round 1: Casts Shadow immersion, Shadow sequestration and tries to enter melee combat with War master's charge maneuver, probably banishing its initial target (preferably a front line character).

Round 2: If it countered an ability with Warp spell, he casts twin Greater shadows fade and closes on a spell caster. If within reach he uses diamond nightmare blade maneuver to quickly finish him.
If however there are other opponents within reach and/or the primary target was not banished, he casts Umbral Touch and then he proceeds with Raging Mongoose and Time Stands Still maneuvers to finish any troublesome hand to hand opposition.

Round 3: If facing a spellcaster, and cornering him with his Time Field aura, he finishes him off with Avalance of Blades, coupled with Umbral touch, and then he casts twilight gap and Bolster. After that he seeks new targets, or if the spellcaster isn't dead, he focuses his attacks on him.

Round 4: If the fight draws at an end, he ends it with a well-placed Adamantine Hurricane (with the help of twilight gap), or some other appropriate high level maneuver.
If however the Steward of Time is losing, he switches into the Immortal fortitude stance and follows with Strike of Righteous vitality before teleporting (or flying if teleportation is impossible) away. Stewards of time never fight until death unless they are protecting something very important.
Peacenlove
 
Posts: 20
Joined: Fri Nov 05, 2010 1:13 am
Location: Athens, Greece

Re: New Monsters

Postby Peacenlove » Thu Jan 20, 2011 10:31 am

NOTE: Any mysteries not found in the Tome of magic is taken either from my homebrew or from the Descent of shadows project.


SHADEVARI
Medium Monstrous Humanoid (Extraplanar (Shadow))
HD: 8d8+24 (60)
Speed: 60 ft. (12 squares)
Init:: +9 (+5 Dex, +4 Improved Initiative)
AC: 21, Touch 17, Flat footed 14 (+5 Dex, +4 Natural, +2 Dodge)
BAB: +8; CMB: +12, CMD: 27
Attack: Claw +12 (1d6+3, 20/2) or Bite +12 (1d8+5, 20/2)
Full-Attack: 2 Claws +12 (1d6+3, 20/2) and Bite +12 (1d8+5, 20/2) and Bite +12 (1d8+5, 20/2)
Space: 5 ft.; Reach 5 ft.
Special Attacks: -
Special Qualities: Deflect Arrows, Haste, Blindsight 60 feet, DR 5/silver and magic, SR 19
Saves: Fort +4 Ref +12 Will +8
Abilities: Str 16, Dex 20, Con 14, Int 12, Wis 15, Cha 13
Skills: Hide +16, Listen +15, Move Silently +16, Spot +15, Tumble +16
Feats: Improved Initiative B, Multiattack, Improved Multiattack, Improved Toughness, Dodge
Environment: Plane of Shadow
Organization: Solitary or group (5-8)
Challenge Rating: 5
Treasure: Normal
Alignment: Usually Neutral Evil
Advancement: by Class; Favored Class: Unarmed Swordsage (or Rogue)
Level Adjustment: ?? (would like opinions)

Haste (Su): A Shadevari acts as if permanently affected by a haste spell. (The statistics block already reflects this bonus).

Deflect Arrows (Ex): If the Shadevari has one hand free and it's not flat footed, it can deflect automatically up to 3 ranged attacks (but not ranged touch attacks) per round.
Peacenlove
 
Posts: 20
Joined: Fri Nov 05, 2010 1:13 am
Location: Athens, Greece


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