Page 168 - Lords of Madness: The Book of Aberrations
P. 168
SHADOW Combat
A shadow choker uses its shadow
CREATURE blend ability to strike from the
Shadow creatures dwell on the Plane shadows. If badly wounded,
of Shadow, sometimes crossing it is likely to withdraw
into other planes where the from combat and stalk
barriers between dimensions its intended prey for a
are weak. Just as parts of the Plane short time to give its fast
of Shadow resemble a strange, distorted healing a chance to work
version of the Material Plane, shadow crea- before striking again.
tures superficially resemble creatures Constrict (Ex): The
from the Material Plane. Shadow shadow choker deals MONSTERS CHAPTER 8
creatures are darker, more elusive, 1d3+3 points of damage NEW
and spookier than their material with a successful grapple
counterparts. check against a Large or
Shadow creatures are not to be smaller creature. Because
confused with shadows (undead it seizes its victim by the
creatures that dwell on the Plane neck, a creature in the
of Shadow). Other creatures native choker’s grasp cannot speak
to the Plane of Shadow exist that have or cast spells with a verbal
stronger or weaker connections to the component.
energies of that place (such as the shadow mastiff) Improved Grab (Ex): To
and therefore do not follow this template. use this ability, a shadow choker
must hit a Large or smaller opponent
SAMPLE SHADOW CREATURE with a tentacle attack. It can then
Shadow Choker attempt to start a grapple as a free
Small Aberration (Extraplanar) action without provoking attacks of Illus. by M. Phillippi
Hit Dice: 3d8+3 (16 hp) opportunity. If it wins the grapple
Initiative: +6 check, it establishes a hold and
Speed: 30 ft. (6 squares), climb 15 ft. can constrict. Chokers receive a
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat- +4 racial bonus on grapple checks, which is already included
footed 15 in the statistics block.
Base Attack/Grapple: +2/+5 Quickness (Su): Although not particularly dexterous, a
Attack: Tentacle +6 melee (1d3+3) choker is supernaturally quick. It can take an extra standard
Full Attack: 2 tentacles +6 melee (1d3+3) action or move action during its turn each round.
Space/Reach: 5 ft./10 ft. Shadow Blend (Su): In any conditions other than full
Special Attacks: Constrict 1d3+3, improved grab daylight, a shadow choker can disappear into the shadows,
Special Qualities: Darkvision 60 ft., fast healing 2, low-light giving it total concealment. Artificial illumination, even a
vision, quickness, resistance to cold 8, shadow blend light or continual flame spell, does not negate this ability, but a
Saves: Fort +2, Ref +5, Will +4 daylight spell will.
Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 Skills: A shadow choker has a +8 racial bonus on Climb
Skills: Climb +13, Hide +10, Move Silently +12 checks and can always choose to take 10 on Climb checks,
Feats: Improved Initiative , Lightning Refl exes, Stealthy even if rushed or threatened. A shadow choker has a +6 racial
B
Environment: Plane of Shadow bonus on Move Silently checks.
Organization: Solitary
Challenge Rating: 3 CREATING A SHADOW CREATURE
Treasure: 1/10 coins; 50% goods; 50% items “Shadow” is a template that can be added to any corporeal
Alignment: Usually neutral evil aberration, animal, dragon, fey, giant, humanoid, magical beast,
Advancement: 4–6 HD (Small); 7–9 HD (Medium) monstrous humanoid, plant, undead, or vermin (referred to
Level Adjustment: — hereafter as the base creature).
A shadow creature uses all the base creature’s statistics and
A creature lurks in the shadows. Its dark, mottled body resembles abilities except as noted here. Do not recalculate the creature’s
that of a naked halfl ing, but its limbs are incredibly spindly and Hit Dice, base attack bonus, saves, or skill points if its type
long. It seems to be almost a living shadow—an oily, liquid crea- changes.
ture of the darkness.
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