Showing posts with label shadow creature. Show all posts
Showing posts with label shadow creature. Show all posts

Saturday, 20 August 2016

Pathfinder: Shadow creature II

Also, here's a seru from Monster Codex with the shadow creature template from Bestiary 4:

SHADOW SERU CR 4
XP 800
NE Small outsider (augmented)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 9
OFFENSE
Speed 20 ft., fly 40 ft. (average)
Melee bite +6 (1d4–2 plus poison)
Ranged spit venom +6 ranged touch (poison)
Special Attacks poison, spit venom
STATISTICS
Str 6, Dex 15, Con 14, Int 11, Wis 13, Cha 10
Base Atk +3; CMB +0; CMD 13
Skills Bluff +7, Fly +4, Perception +10, Stealth +10 (+14 in rocky areas); Racial Modifiers +4 Bluff, +4 Perception
Languages Aklo, Common (can't speak any language); telepathy 60 ft.
ECOLOGY
Environment any land (jungles, swamps, or underground)
Organization solitary, pair, or nest (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite or spit venom—injury; save Fort DC 15; frequency 1/minute for 6 minutes; effect 1 Con damage plus blindness for 1 minute; cure 1 save.
Spit Venom (Ex) As a standard action, a seru can spit venom up to 30 feet. This is a ranged touch attack with no range increment. Any opponent hit by this attack is exposed to the seru's poison.


Wednesday, 20 July 2016

Pathfinder: shadow creatures

For a change, here are two shadow creatures - a giant squid and a great white whale with the shadow template from Bestiary 4:

SHADOW GIANT SQUID CR 10
XP 6,400
N Huge outsider (aquatic, augmented)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
DEFENSE
AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
hp 102 (12d8+48)
Fort +14, Ref +13, Will +5
Defensive Abilities ink cloud (20-ft. radius), shadow blend; DR 10/magic; Resist cold 15, electricity 15; SR 16
OFFENSE
Speed swim 60 ft., jet 260 ft.
Melee bite +14 (2d6+7), 2 arms +14 (1d6+7), tentacles +12 (4d6+3/19–20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
Special Attacks constrict (4d6+10)
STATISTICS
Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk +9; CMB +18 (+22 grapple); CMD 31
Skills Perception +22, Swim +15
ECOLOGY
Environment any ocean
Organization solitary
Treasure none

SHADOW GREAT WHITE WHALE CR 15
XP 38,400
N Colossal outsider (augmented)
Init –2; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC 28, touch 0, flat-footed 28 (–2 Dex, +28 natural, –8 size)
hp 225 (18d8+144)
Fort +21, Ref +9, Will +8
Defensive Ability shadow blend; DR 10/magic; Resist cold 15, electricity 15; SR 21
OFFENSE
Speed swim 40 ft.
Melee bite +25 (6d6+20/19–20), tail slap +20 (3d6+10)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, smashing breach
STATISTICS
Str 50, Dex 6, Con 27, Int 2, Wis 11, Cha 5
Base Atk +13; CMB +41; CMD 49 (can't be tripped)
Skills Perception +13, Swim +39
ECOLOGY
Environment any oceans
Organization solitary, pair, or pod (3–16)
Treasure none
SPECIAL ABILITIES
Smashing Breach (Ex) As a full-round action, a great white whale can make a special charge attack against creatures on the surface of the water. At the end of its charge, the whale breaches, then slams down onto the target with incredible force. Any Huge or smaller creatures in the whale's space must make a DC 27 Reflex save or take 4d8+30 points of bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.