N M Undead: Shadow (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8 DEFENSEAC 15 (+0 Sz, +3 Dex, +2 Armor, +0 Deflect, +0 NA)
touch 5 (+0 Sz, +3 Dex, +2 Armor, +0 Deflect, +0 NA) flat-footed 00 (+0 Sz, +2 Armor, +0 Deflect, +0 NA) hp 17 (2HD8+2) Fort +3, Ref +5, Will -1; Poison Resist +2, Cold Resist 5 & Electricity Resist 5 ( +2 racial saving throw bonus against illusion spells or effects.) OFFENSESpeed 30 ft. (6 squares)
Melee Short Sword (+2 atck; P.Dmg:1d6+2/x2) Dagger (+2 atck; P.Dmg:1d4+2/x2) Gauntlets (+2 atck; B.Dmg:1d3+2/x2) Ranged Thrown Daggers (+3 Rng atck; Rng: 10', Dmg:1d4+2/x2) Bomb (+3 Rng atck; Rng: 10', Dmg:1d6+2/x2; Radius 5'; ) Crossbow (+3 Rng Atck; Rng: 00', Dmg:1d6/x2) Alchemist's Formulae (Save DC 11+SL;): - 1st (1/day each): Dead Eye. Spell-Like Ability (1/day each): Disguise Self Special Atk +1d6 Sneak Atck, Mutagen (+2 NA, +4Dex, & -2 Wis; 10 min per lvl), Fencer (+1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.) POSSESSIONSWorn Leather Armor, Hooded Cloak, & Adventurer's Garb,.
Carried 0gp., "Commoner's" clothes, Backpack, a Bedroll, a belt pouch, flint and steel, a waterskin,a whetstone, Alchemist Lab. Thievies Tool (2), Daggers (20), Short Sword, Light Crossbow, crossbow Bolts (30), caltrops(10), Smoke Sticks (10), Crowbar, Sun Rod (5), Alemist Acid (5 flask), Alchemist’s fire (5 flask), Antitoxin (5 vial), Everburning Torch, Holy water (5 flask) , Tanglefoot bag (4), Thunderstone (5), Tindertwig (5). Forulae Book: Bomber's Eye, Crafter's Fortune, Expeditious Retreat, Jump, Shield, True Strike. Potions Bombs (3), Formula (1), Mutagem (1). Scrolls None. Wands None. NOTESFavored Class: Alchemist
Xp: 0 Shadie
Defense AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) hp 38 (3d8+6) Fort +6, Ref +6, Will +8 Defensive Abilities incorporeal, channel resistance +2; Immune undead traits Offense Spd fly 40 ft. (good) Melee - +1 Ghost Touch Shortsword +5 (Dmg1d6+3; 18/x2) Range - None Special None Statistics Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 BAB +4; CMB +6; CMD 19 Feats Dodge, Weapon Finesse, Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light) |
STATISTICS (20 pts.)Str 14, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +0; CMB 12 (+0 atck, +2 Str, +0 Sz) CMD 13 (10, +0 atck, +0 Str, +3 Dex) Feats Alchemy, Bomb (Cl+Int per day), Brew Potion, Mutagen, Throw Anything, +1D6 Steak Attack, Trap Sense& Dodge. Skills(16pts.): Acrobatics +7, Craft: Alchemy+7, Climb +6, Disable Device+8, Disguise +6, Escape Artist +7, Intimidate +5, Knowledge: Arcana +6, Knowledge: Planes +8, Spellcraft +6, Sliegth of Hand +8, Stealth +10, and Use Magic Device +6. Languages(4): Common, Draconic, orcish, and Gobly. SQ Flechling Traits: Shadow Blend 50% miss in Dim Light. Trait Subject of Study and Fencer. SHADOWCR 3
XP 800 CE Medium undead (incorporeal) Init +2; Senses darkvision 60 ft.; Perception +8 DEFENSE AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) hp 19 (3d8+6) Fort +3, Ref +3, Will +4 Defensive Abilities incorporeal, channel resistance +2; Immune undead traits OFFENSE Speed fly 40 ft. (good) Melee incorporeal touch +4 (1d6 Strength damage) Special Attacks create spawn STATISTICS Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 Base Atk +2; CMB +4; CMD 17 Feats Dodge, Skill Focus (Perception) Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light) ECOLOGY Environment any Organization solitary, pair, gang (3–6), or swarm (7–12) Treasure standard SPECIAL ABILITIES Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds. Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score. The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light. The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings. |