My converted Shadow Demon lacks the magic jar ability of the original, but is otherwise altogether nastier. It is likely to surprise, cast darkness, and then gain the advantage of its beefed-up statistics. There is no light spell to act on this creature as though it were a fireball, although a high-enough spell check result on detect evil will take away some of its advantage.
Some of the effort in converting this monster was reduced by using basic demon statistics rolled up through the Purple Sorcerer application, and then modifying from there. Purple Sorcerer has put out an amazingly useful suite of tools, and I highly recommend donating to their annual Free Tools Pledge Drive. I cannot adequately express how much Jon Marr at Purple Sorcerer has given to this community, or the sheer value of the tools he has freely provided.
Next time, we will be looking at the Sheet Ghoul and Sheet Phantom. The letter “S” has some entries that are not particularly seasonal, but it is certainly front-loaded for Halloween! After the Sheet Duo, we will look at the Shocker, Skeleton Warrior, and Skulk. And then we will begin on the Slaads, which I know some of you have been looking forward to.
Screaming Devilkin
Screaming Devilkin: Init +0; Atk Barbed tail +1 melee (1d6); AC 18; HD 3d6; MV 5’ or fly 30’;
Act 1d20; SP Scream, immune to fear and morale checks; SV Fort +1, Ref +3, Will
+2; AL C.
As soon as a screaming devilkin sights victims, it begins a continuous, painful howling scream. Conversation – even shouting – is inaudible through it, so that characters cannot coordinate their actions save by gesture (a limitation the judge should strictly enforce). Within 60’ of the creature, any whose ears are not well plugged must succeed in a DC 10 Fort save each round or be unable to take any action, or maintain concentration on spells. Only one saving throw is required each round, no matter how many screaming devilkins are within range.
Shadow Demon (Type IV Demon): Init Variable; Atk Variable; AC Variable; HD 7d12; MV 40';
Act 2d20; SP Demon traits, stealth +12, light variability; SV Variable, AL C.
Appearing as a demonic shadow with vestigial wings, this foul entity is hard to detect, since it appears as a vague shape in the guttering light conditions of a dungeon. Shadow demons are more powerful in darkness, and more vulnerable in light, as indicated below.
Shadow demons can communicate by both speech and telepathy. As demons, they have 60’ infravision, the ability to cast darkness with a +16 to the spell check, and have a crit range of 17-20. Shadow demons can teleport back to their native hell, or to any point on same plane, as long as they are not bound or otherwise summoned, and they can project themselves both astrally and ethereally. They are immune to fire, cold, electricity, and gas, and take only half damage from acid. Their weapon immunities are based on the amount of light.
Light Conditions are… |
Shadow Demon variable stats |
…full daylight |
Init +0; Atk Claw +5 melee (1d3) or bite +0 melee (1d5); AC 12; SV Fort +1, Ref +6, Will +3. |
…partial daylight, overcast,
or normal indoor daytime lighting |
Init +4; Atk Claw +9 melee (1d5) or bite +5 melee (1d7); AC 17; SV Fort +5, Ref +5, Will +7. |
…twilight or dawn |
Init +6; Atk Claw +12 melee (1d6) or bite +10 melee (1d8); AC 19; SV Fort +9, Ref +10, Will +12. |
…torchlight, candlelight, or
lantern light |
Init +7; Atk Claw +14 melee (1d6) or bite +12 melee (1d8); AC 21; SV Fort +9, Ref +10, Will +12. |
…darkness |
Init +7; Atk Claw +14 melee (1d6) or bite +12 melee (1d8); AC 23; SV Fort +11, Ref +12, Will +14. |
…total darkness |
Init +9; Atk Claw +14 melee (1d7) or bite +12 melee (1d10); AC 25; SV Fort +13, Ref +15, Will +16. |
…magical darkness |
Init +9; Atk Claw +16 melee (1d10) or bite +14 melee (1d14); AC 27; SV Fort +13, Ref +15, Will +20. |
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