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Revision as of 15:43, 7 June 2018

Swarm of Darkness (HenchmanCR 12)

Neutral Evil - Huge - Swarm (Dragon)
Lore: K. (Dungeoneer)
27 44
Basic DC Full DC
Initiative
Initiative Icon 2.png
19
Perception:
29 +19
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
32
Man Def
Shield Icon 3.png
31
Monster Health
First argument to "number_format" must be a number. First argument to "number_format" must be a number. 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +9
Will: +14

Strong Against:

  • (Swarm 1) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
  • (Swarm 2) Immune (no effect): Critical Hits and Flanking
  • (Swarm 3) Immune (no effect): any attack that targets Maneuver Defense
  • (Swarm 4) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).
  • (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • (Dragon 2) Immune (no effect): sonic (energy, common)
  • (Dragon 3) Immune (no effect): fear
  • Immune (no effect):Sonic energy damage
  • Immune (no effect):Negative energy damage
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
'
Points

Standard Attack (Melee):

  • 0x Darkswarm (swarm -- auto-hit) (3d8+9/19-20 x2)
    as undefined damage type
    as negative energy, plus Madness

Full Attack (Melee):

  • 1x Darkswarm (swarm -- auto-hit) (0/19-20 x2)
    as undefined damage type
    as negative energy, plus Madness

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

1
STR
20
DEX
10
CON
17
INT
15
WIS
16
CHA

Skills:

Languages: Draconic, Fuligin, Common

Feats:

Special Abilities

Madness (Su)

This ability replaces the normal "Distraction" ability that other swarms get. Instead, Swarms of Darkness fill the minds of those they envelop with a dizzying array of sounds, images and sensations, making it difficult to discern reality from illusion. This is a mind-affecting illusion effect, though even creatures normally immune to such effects will become dazzled while in the same square as a Swarm of Darkness.

Any living creature that takes damage from a creature with the madness ability must make a Fortitude save, DC , or become Baffled. If the creature makes the save, they are instead Dazzled. If they take damage on any following round while still Baffled or Dazzled, they must make another DC fortitude save, or move up one on the Status Array. While sharing a space with the swarm, you cannot get rid of the Dazzled condition. At the end of any round in which you are outside of the swarm, you may make another DC fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)
Confused ==> Baffled ==> Dazzled
In addition, spellcasting or concentrating on spells within the area of a swarm requires a Caster Check against the swarms Maneuver Defense. Using skills that involve patience and concentration requires a DC Will save.
Art of Darkness (Su)

If subjected to a negative energy attack from a Dragon, they are not harmed by the negative energy (they are immune), but until the end of their next turn they gain a negative energy bonus to their swarm attack damage equal to the CR of the dragon which subjected them to negative energy. Negative energy from any other source does nothing.

Swarm of Darkness

Swarm of Darkness

This creature possesses the Henchman role, and therefore counts as monsters for purposes of encounter size, XP award, and treasure.

Swarms of Darkness are the Henchmen for Black Dragons, but they may be encountered on their own as well. Regardless of how you meet them, they are potent and dangerous foes.
Swarms of Darkness are the partially vanquished shadow-forms of black dragons. These miasmic terrors will eventually re-form into their corporeal bodies, becoming full black dragons again, given 10 or 15 years to recover from whatever event pushed them to this state.
Frequently, swarms of darkness will be found in the company of a black dragon. These are typically the siblings or other nearby rival black dragons that the surviving black dragon has beaten nearly to death, and now keeps around as testaments to its power and mercy. The dragon will sometimes use rituals to mentally enslave the swarms of darkness, binding them into service even after they reform into full dragons. Other times, the dragon will simply kill the reformed dragons as soon as they re-form.
Swarms of darkness are powerful adversaries, even without a dragon's assistance. They are clouds of negative energy with a powerful intelligence driving them. While they have many of the characteristics of a swarm, they are also still dragons (kind of).

Combat Tactics

Swarms of Darkness need to be in the same space, engulfing a target, to do anything to that target. They also gain no particular benefit from a full attack action, so they will move every round if they need to. They are intelligent and cruel, but also arrogant and overconfident, so they will not run away from a fight. They will, however, make use of their environment, triggering any lair defenses they might have, or manipulating prey into chasing it to a better locale to fight.

If there is a black dragon about, the swarms of darkness will target the most heavily armored characters and ignore the unarmored types. If there is no dragon about, they will spread their attacks out, maximizing their madness effect, but trying to keep everyone enveloped.
Note that multiple swarms can move into, stop and occupy spaces that other swarms occupy. However, no more than two swarms can inflict damage or effects on a single target.

Out of Combat

Swarms of Darkness are the remains of Black Dragons, and if they manage to slip away from the control of a Black Dragin, they are always working to get back to that exalted Draconic state. No one knows exactly what condenses a Swarm back into a Dragon, but they are always striving toward that goal.

Rewards

XP: First argument to "number_format" must be a number. (Henchman role included.)

Treasure: Sellable Goods worth First argument to "number_format" must be a number. gp.

Weight: Expression error: Unexpected round operator. lbs.     Volume: Expression error: Missing operand for *. cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)