Celegian Bestiary: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
m (Text replacement - ", to put it mildly" to "")
 
(7 intermediate revisions by one other user not shown)
Line 4: Line 4:


[[Templates]]
[[Templates]]


== MONSTERS ==
== MONSTERS ==
Line 12: Line 11:


[[Mighty Drowned]]
[[Mighty Drowned]]


=== Light Destrier ===
=== Light Destrier ===
Line 24: Line 22:
Speed: 120 ft. (24 squares)
Speed: 120 ft. (24 squares)


Armor Class: 20 (–1 size, +8 natural,+3 Dex), touch 12, flat-footed 17
Armor Class: 20 (-1 size, +8 natural,+3 Dex), touch 12, flat-footed 17


Base Attack/Grapple: +7/+13
Base Attack/Grapple: +7/+13
Line 48: Line 46:
Environment: Warm plains, temperate mountains
Environment: Warm plains, temperate mountains


Organization: Solitary or herd (6–30), domesticated
Organization: Solitary or herd (6-30), domesticated


Challenge Rating: 3
Challenge Rating: 3


Advancement: 8–16 HD (Large)
Advancement: 8-16 HD (Large)
 
Level Adjustment: —
 


Level Adjustment: -


=== Heavy Destrier ===
=== Heavy Destrier ===


Large Magical Beast
Large Magical Beast
Line 69: Line 64:
Speed: 100 ft. (20 squares)
Speed: 100 ft. (20 squares)


Armor Class: 24 (–1 size, +13 natural,+2 Dex), touch 11, flat-footed 22
Armor Class: 24 (-1 size, +13 natural,+2 Dex), touch 11, flat-footed 22


Base Attack/Grapple: +12/+17
Base Attack/Grapple: +12/+17
Line 93: Line 88:
Environment: Warm plains, temperate mountains
Environment: Warm plains, temperate mountains


Organization: Solitary or herd (6–30), domesticated
Organization: Solitary or herd (6-30), domesticated


Challenge Rating: 5
Challenge Rating: 5


Advancement: 13–24 HD (Large)
Advancement: 13-24 HD (Large)


Level Adjustment: --
Level Adjustment: --


; Description
; Description
Line 112: Line 105:
A destrier is far more vicious than a horse, and will bite and kick with no provocation. Many a careless squire or stableboy has lost an arm or face to an ill-tempered destrier. At the same time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially structured herds, and is tame enough to keep and house as long as the proper caution is taken around them. Unlike horses, Destriers always lay down to sleep, and prefer to have a bed or nest whenever possible.
A destrier is far more vicious than a horse, and will bite and kick with no provocation. Many a careless squire or stableboy has lost an arm or face to an ill-tempered destrier. At the same time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially structured herds, and is tame enough to keep and house as long as the proper caution is taken around them. Unlike horses, Destriers always lay down to sleep, and prefer to have a bed or nest whenever possible.


Destriers are a little larger than most horses, averaging about three hands taller than a warhorse, but weigh almost exactly the same. There is a little of the greyhound’s leanness to their build, which is otherwise very similar to a horse except for their feet. A Destrier has hooves, but arranged around each hoof are three strong toes each with a heavy blunt claw, so their feet resemble a hippogriffs forefeet with a hoof added to the “frog” area. This foot allows them to run very fast yet maintain incredible maneuverability in their more acrobatic exertions.
Destriers are a little larger than most horses, averaging about three hands taller than a warhorse, but weigh almost exactly the same. There is a little of the greyhound's leanness to their build, which is otherwise very similar to a horse except for their feet. A Destrier has hooves, but arranged around each hoof are three strong toes each with a heavy blunt claw, so their feet resemble a hippogriffs forefeet with a hoof added to the area. This foot allows them to run very fast yet maintain incredible maneuverability in their more acrobatic exertions.


Destriers come in many colors and patterns, with black, brown, and mixed black and brown being most common. White markings, gray, white, and more exotic colorings are also known. A destrier has a very horselike face except that the eyes are set rather more forward pointing and they have numerous sharp incisors along the side of their muzzles. They do not have notable fangs, so they must bare their teeth for any difference to be noted, but their many sharp incisors give them a wicked bite.
Destriers come in many colors and patterns, with black, brown, and mixed black and brown being most common. White markings, gray, white, and more exotic colorings are also known. A destrier has a very horselike face except that the eyes are set rather more forward pointing and they have numerous sharp incisors along the side of their muzzles. They do not have notable fangs, so they must bare their teeth for any difference to be noted, but their many sharp incisors give them a wicked bite.
Line 120: Line 113:
Destriers are much stronger than a horse of similar size, but compared to a horse, a Destrier is more affected by encumbrance. If carrying a light load, a Destrier is unaffected. Any load that is medium is counted as heavy, and heavy is counted as encumbered.
Destriers are much stronger than a horse of similar size, but compared to a horse, a Destrier is more affected by encumbrance. If carrying a light load, a Destrier is unaffected. Any load that is medium is counted as heavy, and heavy is counted as encumbered.


While lightly encumbered, a Destrier is able to perform astounding feats of acrobatics, and is counted as having both Tumbling and Mobility with skill ranks equal to their hit dice plus dexterity modifier. Staying mounted on board a Destrier who is using these abilities requires a Ride check with a DC of the check result rolled by the Destrier. Many a fledgling rider has walked back to the stable after being unceremoniously dumped off by a “playful” Destrier. In addition, a Destrier that is lightly loaded is treated as having Jump at ranks equal to their hit dice plus their Strength and Dexterity modifier, with bonuses for their land speed. Destriers are astonishing leapers.
While lightly encumbered, a Destrier is able to perform astounding feats of acrobatics, and is counted as having both Tumbling and Mobility with skill ranks equal to their hit dice plus dexterity modifier. Staying mounted on board a Destrier who is using these abilities requires a Ride check with a DC of the check result rolled by the Destrier. Many a fledgling rider has walked back to the stable after being unceremoniously dumped off by a Destrier. In addition, a Destrier that is lightly loaded is treated as having Jump at ranks equal to their hit dice plus their Strength and Dexterity modifier, with bonuses for their land speed. Destriers are astonishing leapers.


A basic light Destrier can carry 519 pounds before it is encumbered, while a heavy Destrier can carry 699 pounds before being similarly weighed down.
A basic light Destrier can carry 519 pounds before it is encumbered, while a heavy Destrier can carry 699 pounds before being similarly weighed down.
Line 127: Line 120:


Destriers are highly prized by all classes that profess to ride as a part of their skills, and the rare paladin who calls a mount in the Empire will usually be granted a celestial destrier once their level warrants such a beast. Cavaliers, Swift Riders, Dire Riders, and several other classes also prize the Destrier for its ferocity, availability, and speed. Unlike horses, Destriers will eagerly follow their masters into dungeons, buildings, and practically anyplace else, even if only to bite said master in the backside the first time their guard is down.
Destriers are highly prized by all classes that profess to ride as a part of their skills, and the rare paladin who calls a mount in the Empire will usually be granted a celestial destrier once their level warrants such a beast. Cavaliers, Swift Riders, Dire Riders, and several other classes also prize the Destrier for its ferocity, availability, and speed. Unlike horses, Destriers will eagerly follow their masters into dungeons, buildings, and practically anyplace else, even if only to bite said master in the backside the first time their guard is down.


=== Giants Quick Reference ===
=== Giants Quick Reference ===
Line 146: Line 138:


StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk
StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk


; Monsters of Faerun
; Monsters of Faerun


Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk
Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk


; MMII
; MMII
Line 166: Line 156:


Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian
Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian


; MMIII
; MMIII
Line 176: Line 164:


SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk
SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk


== Horde Subtype ==
== Horde Subtype ==


A Horde is an expansion upon the Swarm subtype, meant for use with Small, Medium, and some Large creatures. A Horde is very dependent upon the characteristics of its component creatures, and Hordes are useful for simulating many different situations.
A Horde is an expansion upon the Swarm subtype, meant for use with Small, Medium, and some Large creatures. A Horde is very dependent upon the characteristics of its component creatures, and Hordes are useful for simulating many different situations.
Line 185: Line 171:
Hordes may be composed of unintelligent creatures, intelligent creatures, or may have a hive mind. Some examples of where a Horde might be of use are:
Hordes may be composed of unintelligent creatures, intelligent creatures, or may have a hive mind. Some examples of where a Horde might be of use are:


 
'''Herds''': Ah, herbivores, so little used and yet so full of potential. An individual cow is not threat, but a Horde of them equipped with a Trample attack is suddenly a menace to be avoided, especially if they start a panicky run in a random direction. This nicely simulates the effects of a panicked stampede in such a way that even mighty adventurers trapped in the path must respect.
'''Herds''': Ah, “harmless” herbivores, so little used and yet so full of potential. An individual cow is not threat, but a Horde of them equipped with a Trample attack is suddenly a menace to be avoided, especially if they start a panicky run in a random direction. This nicely simulates the effects of a panicked stampede in such a way that even mighty adventurers trapped in the path must respect.


'''Howling barbarians''': Only so many orcs in a tribe can have significant character levels before the limits of good sense are reached. But, combine dozens of howling orcs into a horde, and suddenly even potent adventurers can no longer ignore these previously inconsequential creatures, which nicely simulates the effects of massed numbers upon even potent characters.
'''Howling barbarians''': Only so many orcs in a tribe can have significant character levels before the limits of good sense are reached. But, combine dozens of howling orcs into a horde, and suddenly even potent adventurers can no longer ignore these previously inconsequential creatures, which nicely simulates the effects of massed numbers upon even potent characters.
Line 205: Line 190:


'''Crawling Horror''': A Horde of giant vermin should give the shivers down any adventurers back, just as a swarm of their smaller cousins used to. Giant bees, Giant Wasps, Giant Spiders, and Giant Ants all make excellent Hordes. Even worse, the inscrutable Formians just cry out for the Horde rules to make them a threat, and their hive mind makes it even more perfect indeed.
'''Crawling Horror''': A Horde of giant vermin should give the shivers down any adventurers back, just as a swarm of their smaller cousins used to. Giant bees, Giant Wasps, Giant Spiders, and Giant Ants all make excellent Hordes. Even worse, the inscrutable Formians just cry out for the Horde rules to make them a threat, and their hive mind makes it even more perfect indeed.


There are many other places where a mass of otherwise minor encounters may be effectively combined into a single entity. This allows the effects of sheer numbers to be quickly and easily emulated. No matter how powerful, any single man can be swamped and overpowered by dozens of co-ordinated and determined foes if he is not careful. The Horde rules allow for that, as well as the effects of military training and discipline, the effects of massed battle madness, the effects of stampedes, and many other effects.
There are many other places where a mass of otherwise minor encounters may be effectively combined into a single entity. This allows the effects of sheer numbers to be quickly and easily emulated. No matter how powerful, any single man can be swamped and overpowered by dozens of co-ordinated and determined foes if he is not careful. The Horde rules allow for that, as well as the effects of military training and discipline, the effects of massed battle madness, the effects of stampedes, and many other effects.
Line 211: Line 195:
A Horde is a collection of Small, Medium, Large, or Huge creatures that acts as and is treated as a single creature. A Horde has the characteristics of its type, except as noted here. A Horde has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A Horde makes saving throws as a single creature. A single Horde occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 30 feet on a side, but its reach is based upon the component creatures and the equipment (if any) they are using. A Hordes maximum size is thus 36 squares.
A Horde is a collection of Small, Medium, Large, or Huge creatures that acts as and is treated as a single creature. A Horde has the characteristics of its type, except as noted here. A Horde has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A Horde makes saving throws as a single creature. A single Horde occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 30 feet on a side, but its reach is based upon the component creatures and the equipment (if any) they are using. A Hordes maximum size is thus 36 squares.


In order to attack, a Horde moves adjacent to an opponent’s space, which may provoke attacks of opportunity. It cannot occupy the same space as a creature of any size, subject to normal size rules for creatures smaller than itself. A Horde can move around squares occupied by enemies and vice versa without impediment, although the swarm may provoke an attack of opportunity if it does so. A horde can move through hallways, doorways, openings, or holes large enough for its component creatures.
In order to attack, a Horde moves adjacent to an opponent's space, which may provoke attacks of opportunity. It cannot occupy the same space as a creature of any size, subject to normal size rules for creatures smaller than itself. A Horde can move around squares occupied by enemies and vice versa without impediment, although the swarm may provoke an attack of opportunity if it does so. A horde can move through hallways, doorways, openings, or holes large enough for its component creatures.


A Horde of Small creatures consists of up to 100 nonflying creatures or 200 flying creatures. A Horde of Medium creatures consists of up to 50 nonflying creatures or 100 flying creatures. A Horde of Large creatures consists of up to 10 creatures, whether they are flying or not. A Horde of Huge creatures consists of up to 4 creatures, whether they are flying or not. Hordes of nonflying Small, Medium and Large creatures include more creatures than could normally fit in a 30-foot square based on their normal space, because creatures in a Horde are packed tightly together. Hordes usually have special training or abilities that allow them to do this and still be effective combatants.
A Horde of Small creatures consists of up to 100 nonflying creatures or 200 flying creatures. A Horde of Medium creatures consists of up to 50 nonflying creatures or 100 flying creatures. A Horde of Large creatures consists of up to 10 creatures, whether they are flying or not. A Horde of Huge creatures consists of up to 4 creatures, whether they are flying or not. Hordes of nonflying Small, Medium and Large creatures include more creatures than could normally fit in a 30-foot square based on their normal space, because creatures in a Horde are packed tightly together. Hordes usually have special training or abilities that allow them to do this and still be effective combatants.
Line 223: Line 207:
Reducing a Horde to 0 hit points or lower causes it to break up, leaving two thirds or more of its component creatures behind as dead bodies, while the rest scatter and flee. Damage inflicted until that point does not degrade a Hordes ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, although they can grapple an opponent, often as a free action, depending upon the Horde.
Reducing a Horde to 0 hit points or lower causes it to break up, leaving two thirds or more of its component creatures behind as dead bodies, while the rest scatter and flee. Damage inflicted until that point does not degrade a Hordes ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, although they can grapple an opponent, often as a free action, depending upon the Horde.


A Horde is partially immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the Horde has an Intelligence score and a hive mind. This immunity is simple and has a descriptive name: blowthrough. A single attack can inflict damage to the Horde no greater than the average hit points of one of the component creatures, as the massive attack “blows through” the unfortunate horde member, killing it dead, but doing no further harm. A Frenzied Barbarian can power attack a Horde as hard as she wants, and no matter how much damage each swing does, no more than one component creature can be killed by each attack. If a melee attack affects more than one square, the damage inflictable is doubled, no matter how many squares it affects. To counter this partial immunity, an attacking character with the cleave line of feats may gain extra attacks upon the Horde each time blowthrough is called upon. In such a way, a potent warrior can carve up a Horde rather effectively.
A Horde is partially immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the Horde has an Intelligence score and a hive mind. This immunity is simple and has a descriptive name: blowthrough. A single attack can inflict damage to the Horde no greater than the average hit points of one of the component creatures, as the massive attack the unfortunate horde member, killing it dead, but doing no further harm. A Frenzied Barbarian can power attack a Horde as hard as she wants, and no matter how much damage each swing does, no more than one component creature can be killed by each attack. If a melee attack affects more than one square, the damage inflictable is doubled, no matter how many squares it affects. To counter this partial immunity, an attacking character with the cleave line of feats may gain extra attacks upon the Horde each time blowthrough is called upon. In such a way, a potent warrior can carve up a Horde rather effectively.


Further, a Horde takes extra damage from spells or effects that affect an area, such as splash weapons and many evocation spells. When such an attack is targeted upon a Horde, note the exact shape the Horde is in, then calculate the area of the spell. For each nine squares of the Horde that is in the area of effect, it takes full damage with no saving throw, with a minimum damage equal to the full spell effect. A carefully used lightning bolt or fireball can hurt a Horde badly, and spells with large areas of effect such as meteor swarm are extremely deadly against Hordes.
Further, a Horde takes extra damage from spells or effects that affect an area, such as splash weapons and many evocation spells. When such an attack is targeted upon a Horde, note the exact shape the Horde is in, then calculate the area of the spell. For each nine squares of the Horde that is in the area of effect, it takes full damage with no saving throw, with a minimum damage equal to the full spell effect. A carefully used lightning bolt or fireball can hurt a Horde badly, and spells with large areas of effect such as meteor swarm are extremely deadly against Hordes.
Line 231: Line 215:
A Horde rendered unconscious by means of nonlethal damage becomes disorganized and disperses, and depending upon the component creatures, may flee or reform. If so inclined, it cannot reform until its hit points exceed its nonlethal damage.
A Horde rendered unconscious by means of nonlethal damage becomes disorganized and disperses, and depending upon the component creatures, may flee or reform. If so inclined, it cannot reform until its hit points exceed its nonlethal damage.


'''Horde attacks''': Hordes usually get a melee attack based upon the weaponry of the base creatures, with the BAB and other modifiers for the Hordes full hit dice calculated in. This simulates the many, many attacks being made and the few “lucky hits” that mass rolls will generate.
'''Horde attacks''': Hordes usually get a melee attack based upon the weaponry of the base creatures, with the BAB and other modifiers for the Hordes full hit dice calculated in. This simulates the many, many attacks being made and the few that mass rolls will generate.


If a Horde is equipped with a majority of reach weapons, the Horde is considered to threaten all hexes adjacent to it up to the maximum reach of the weapons, ignoring any minimum reach requirements the weapons may usually have. This simulates the component beings in the rear ranks using the reach as well.
If a Horde is equipped with a majority of reach weapons, the Horde is considered to threaten all hexes adjacent to it up to the maximum reach of the weapons, ignoring any minimum reach requirements the weapons may usually have. This simulates the component beings in the rear ranks using the reach as well.


If a Horde has ranged weapons, it gains one ranged attack per round using the range modifier of the weapons the horde is equipped with. It does the full ranged attack damage to an area 15 feet by 15 feet, and has to roll to hit that area (usually AC10) rather than roll against the creatures inside the area. All creatures inside the area attacked take damage with no save similar to a trample. DR, ER, and spell resistance may provide protection as normal. This powerfully simulates the “storm of arrows” effect, and is a reason to treat Hordes with respect, as a ranged trample against AC10 with no counter is potent indeed.
If a Horde has ranged weapons, it gains one ranged attack per round using the range modifier of the weapons the horde is equipped with. It does the full ranged attack damage to an area 15 feet by 15 feet, and has to roll to hit that area (usually AC10) rather than roll against the creatures inside the area. All creatures inside the area attacked take damage with no save similar to a trample. DR, ER, and spell resistance may provide protection as normal. This powerfully simulates the "storm of effect, and is a reason to treat Hordes with respect, as a ranged trample against AC10 with no counter is potent indeed.


If a Horde has a large (cone dragon style) breath weapon, the damage is figured as if a single average component creature were breathing alone and then that damage is applied to all squares around the Horde out to the maximum range of the component creatures breath weapon. If a Horde has a small breath weapon, such as an Iron Golems poison breath or a lightning bolt, then two such effects originate on each side of the Horde, if it so desires, and are directed normally. The maximum number of such effects cannot be more than the number of component creatures.
If a Horde has a large (cone dragon style) breath weapon, the damage is figured as if a single average component creature were breathing alone and then that damage is applied to all squares around the Horde out to the maximum range of the component creatures breath weapon. If a Horde has a small breath weapon, such as an Iron Golems poison breath or a lightning bolt, then two such effects originate on each side of the Horde, if it so desires, and are directed normally. The maximum number of such effects cannot be more than the number of component creatures.


If a Horde is built of creatures that have a gaze attack, it may use one such effect per facing each round it elects to use its gaze attacks. If a flying Horde has a breath or gaze attack, it may also use such effects on it’s upper and lower facings.
If a Horde is built of creatures that have a gaze attack, it may use one such effect per facing each round it elects to use its gaze attacks. If a flying Horde has a breath or gaze attack, it may also use such effects on it's upper and lower facings.


If a Horde has touch attacks, they are applied normally to each of the Hordes melee attacks.
If a Horde has touch attacks, they are applied normally to each of the Hordes melee attacks.


In all cases, the save DC is calculated as if a single component creature of the Hordes total hit dice was using such magical attacks. Saving against a Horde is difficult, to put it mildly, and these DC’s should be carefully monitored in the case of Undead Hordes and other Hordes with potent touch attacks.
In all cases, the save DC is calculated as if a single component creature of the Hordes total hit dice was using such magical attacks. Saving against a Horde is difficult, and these DC's should be carefully monitored in the case of Undead Hordes and other Hordes with potent touch attacks.


If a Horde has an unusual movement type (burrow, climb, brachiation, swim, etc), its CR is increased by 2. If a Horde has flight, its CR is modified by the maneuverability of the component creatures. Clumsy is -3, Poor maneuverability is -2, Average is -1, Good is +1 and perfect is +3CR. A Horde with clumsy, poor, or average maneuverability risks losing members every time it makes a flying turn or does any other manuever. A Clumsy horde loses a member per maneuver on a D10 roll of 1-3. A Poor maneuverability horde loses a member per maneuver on a D10 roll of 1-2. An Average maneuverability horde loses a member per maneuver on a D10 roll of 1. Good or perfect maneuverability Hordes exhibit uncanny aerial grace, and are astonishingly deadly foes.
If a Horde has an unusual movement type (burrow, climb, brachiation, swim, etc), its CR is increased by 2. If a Horde has flight, its CR is modified by the maneuverability of the component creatures. Clumsy is -3, Poor maneuverability is -2, Average is -1, Good is +1 and perfect is +3CR. A Horde with clumsy, poor, or average maneuverability risks losing members every time it makes a flying turn or does any other manuever. A Clumsy horde loses a member per maneuver on a D10 roll of 1-3. A Poor maneuverability horde loses a member per maneuver on a D10 roll of 1-2. An Average maneuverability horde loses a member per maneuver on a D10 roll of 1. Good or perfect maneuverability Hordes exhibit uncanny aerial grace, and are astonishingly deadly foes.
Line 250: Line 234:


A Horde can hold one such extra monster per nine squares it posseses.
A Horde can hold one such extra monster per nine squares it posseses.


=== Sample Hordes: ===
=== Sample Hordes: ===
Line 298: Line 280:
Advancement: 301-900HD
Advancement: 301-900HD


Level Adjustment:
Level Adjustment: -
 


A Shadow Horde Is an incredibly dangerous entity, usually created by some massively powerful and vile ritual for some specific purpose. If a Shadow Horde escapes the bounds of its making, a reign of deadly darkness follows in its wake as it slaughters every living thing in its path, creating massive swarms of single shadows in its wake. Indeed, if even one of a shadow horde escapes, it can quickly recreate the entire horde by slaying the living and absorbing the shadows until it reaches full strength again. This unstoppable evil quality makes shadow hordes nightmarish opponents.
A Shadow Horde Is an incredibly dangerous entity, usually created by some massively powerful and vile ritual for some specific purpose. If a Shadow Horde escapes the bounds of its making, a reign of deadly darkness follows in its wake as it slaughters every living thing in its path, creating massive swarms of single shadows in its wake. Indeed, if even one of a shadow horde escapes, it can quickly recreate the entire horde by slaying the living and absorbing the shadows until it reaches full strength again. This unstoppable evil quality makes shadow hordes nightmarish opponents.
Line 313: Line 294:
'''Grapple''': As a Chaotic Horde, a Shadow Horde can grapple one creature per nine squares of its area. as a free action. This counts as a free touch attack and all creatures grappled lose 1-6 points of Strength per round.
'''Grapple''': As a Chaotic Horde, a Shadow Horde can grapple one creature per nine squares of its area. as a free action. This counts as a free touch attack and all creatures grappled lose 1-6 points of Strength per round.


'''Fear Aura''': Once each round, foes must make a save against Fear as if the Shadow Horde was an Ancient Black Dragon. The ability takes effect automatically whenever the Horde attacks, charges, or flies overhead. Creatures within a radius of 270 feet are subject to the effect if they have fewer HD than the Horde. A potentially affected creature that succeeds on a Will save (DC 28) remains immune to that Horde’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
'''Fear Aura''': Once each round, foes must make a save against Fear as if the Shadow Horde was an Ancient Black Dragon. The ability takes effect automatically whenever the Horde attacks, charges, or flies overhead. Creatures within a radius of 270 feet are subject to the effect if they have fewer HD than the Horde. A potentially affected creature that succeeds on a Will save (DC 28) remains immune to that Horde's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.


'''Skills''': Shadow Hordes have a +4 racial bonus on Listen, Search, and Spot checks.
'''Skills''': Shadow Hordes have a +4 racial bonus on Listen, Search, and Spot checks.

Latest revision as of 11:23, 3 June 2020