Celegian Bestiary: Difference between revisions

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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 48:
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: -
Line 69: Line 69:
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 93:
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: --

Revision as of 18:08, 31 December 2015

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Celegian Bestiary

Templates


MONSTERS

Potent Greater Shadow

Potent Shadesteel Golem

Mighty Drowned


Light Destrier

Large Magical Beast

Hit Dice: 7d10+ 14 (55hp)

Initiative: +3

Speed: 120 ft. (24 squares)

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

Base Attack/Grapple: +7/+13

Attack: Hoof + 8 melee (1d8+8)

Full Attack: 2 Hooves +8 Melee (1d8+8) plus bite +3 melle (1d8+6)

Space/Reach: 10x5 feet/5 feet

Special Attacks: pounce, trample 1d8+8

Special Qualities: Low-light vision, scent, -8 penalty saves versus Poison

Saves: Fort +8, Ref +9, Will +6

Abilities: Str 22, Dex 16, Con 14, Int 3, Wis 10, Cha 10

Skills: Listen +10, Spot +10, Move Silently +10

Feats: Alertness, Endurance, Run

Environment: Warm plains, temperate mountains

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

Challenge Rating: 3

Advancement: 8-16 HD (Large)

Level Adjustment: -


Heavy Destrier

Large Magical Beast

Hit Dice: 12d10+ 60 (130hp)

Initiative: +2

Speed: 100 ft. (20 squares)

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

Base Attack/Grapple: +12/+17

Attack: Hoof + 13 melee (1d10+10)

Full Attack: 2 Hooves +13 Melee (1d10+10) plus bite +8 melee (1d10+8)

Space/Reach: 10x5 feet/5 feet

Special Attacks: pounce, trample 1d10+10

Special Qualities: Low-light vision, scent, -8 penalty saves versus Poison

Saves: Fort +14, Ref +13, Will +10

Abilities: Str 24, Dex 15, Con 20, Int 3, Wis 10, Cha 9

Skills: Listen +12, Spot +12, Move Silently +5, special

Feats: Alertness, Endurance, Run

Environment: Warm plains, temperate mountains

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

Challenge Rating: 5

Advancement: 13-24 HD (Large)

Level Adjustment: --


Description

Ages ago, Celegia was dominated for millennia by the Warrior Kings, a feudal system of powerful warriors who ruled by personal strength of arms and personality. During the Age of Warrior Kings, it came to be that the highest and most noble of warfare was that done while mounted. Sadly, it quickly grew evident that the quality of mounts was lacking if horses were considered, and the supply of more fierce creatures was sharply constrained if the number of deaths was to be kept low.

A need was identified to breed a better mount.

Over many centuries of effort, starting with stocks of horses, hippogriffs, and chimeras, work was done to breed a beast stronger, faster, and fiercer than a horse but not quite so murderous as a true beast. Along the way, breeding stock from ponies, nightmares, and dire horses was introduced, and at long last, the destrier was created.

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 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 will eat nearly anything, but their diet has to be carefully controlled. The one severe drawback of their hybrid nature is the fact that their extreme metabolism is vulnerable to toxins, and they take a -8 to all saving throws versus poisons. Thus, bad food can make a destrier very sick very easily. Destriers prefer fresh grasses, carrion, grains, fruits, and live game when they can get it. Destriers love squirrels, and watching a destrier pounce on a squirrel is a remarkable sight. In the wild, Destriers are browsing grazers, and opportunistic hunters that will kill and eat creatures as large as a cow if they are hungry and stumble across the opportunity

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.

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.

Destriers are highly valued in the Empire, and a light Destrier is worth 800 or more gold pieces, while a heavy Destrier is worth 2000 or more. Destriers are commonly ridden by warriors and other adventurers who are sturdy enough to deal with their nasty tempers. Destriers never form the sort of close bonds that many horses do, although they will oftem form a grudging respect and even mild affection for a strong and skillful rider.

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

Type_AlnHeightWeight_ Max AgeHDStr_Int___CR

MMI

HillGiant_CE10.5ft_1,100lbs200yrs_12d8+48_256_7 Fludge, Barbarian

StoneGiantN_12ft_1,500lbs800yrs_14d8+56_27_10_8 Stongai, Fighter

FrostGiantCE15ft_2,800lbs250yrs_14d8+70_29_10_9 Aisani, Barbarian

FireGiant_LE12ft_7,000lbs350yrs_15d8+75_31_1010 Mastani, Defender

CloudGiantNE/G18ft_5,000lbs400yrs_17d8+10235_12__11 Skeinai, Fighter

StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk


Monsters of Faerun

Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk


MMII

Firbolg_N_10ft_800lbs200yrs_15d8+90_3411__11 Unk

Formorian_NE13.5ft2,000lbs_150yrs_15d8+90_341111 Fomaori, Rogue

ForestGiant_N_18ft3,000lbs_200yrs_13d8+78_331411 Skealai, Ranger

SunGiantN_16ft7,000lbs_400yrs_13d8+91_371512 Unk

OceanGiantG_16ft4,000lbs_600yrs_18d8+1623911__19 Aquai, Druid

Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian


MMIII

DeathGiantNE15ft2,000lbs_Immortal_23d8+115341216 Unk

Eldritch Giant_NE_25ft_13,000lbs3,000yrs25d8+2254218__15 Ehldrai, Wizard

SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk


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.

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, "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.

Cloud of Death: A corrupted cathedral may have a Horde of gargoyles as a guardian. Such a flying Horde should be enough to terrify even the hardiest of adventurers when it launches itself at them from surprise. Far worse is a Horde of Wyrmling Red Dragons, freshly hatched by some evil overlord and sent flying to kill should be enough to make any adventurer reconsider their career choices, and wyrmling, very young, and young dragons are so much easier to control than the old, strong-willed sort... Even worse is a horde of Blue Dragons suddenly burrowing to the surface all around a party of adventurers!

Elite Troops: An Elven Archer is a force to be reckoned with, until your adventurers are ten levels higher level than the poor elf. But if that Elf has trained and drilled with dozens of her fellow Archers, suddenly those whistling masses of arrows become a threat that cannot be ignored. Similarly, even the mightiest warrior would think carefully before tackling a Dwarven Phalanx bristling with pikes and halberds, and a massed charge of Human Cavaliers is now a threat serious enough to make almost anyone quail.

The Constabulary: A single hapless Watchman is not able to enforce his will upon a powerful adventurer, leading to ill-behaved adventurers having no respect for the law. But the entire Town Watch mobilized together and equipped with tanglefoot bags, mancatchers, whips, and saps can enforce their will upon even the mightiest and most knuckle-headed of adventurers.

Attack of the Dead: A mass of individual zombies, skeletons, or even wights and mummies hold no terror for powerful adventurers. But a horde of zombies, ghasts, or ghouls has the flesh-ripping power to horrify even the mighty and bold, and a horde of mummies with a hive mind and lich to do their thinking for them is a menace to gain the undivided attention of almost anyone.

The Enthralled: A nymph or dryad has no power to threaten the mighty, but a nymph or dryad with an entire village under her spell presents both a dire threat and a dire quandary, as you must defeat the Horde of blood-thirsty villagers without hurting them. Even more horrible is a Horde of Enthralled made up of villagers with Voidmind powers and a trio of Illithids giving the orders. Such a horde combines massive power with deadly effective psionics.

Engine of Destruction: A golem is a potent thing indeed, but the mightiest of artificers may wish for even more power, without the clumsiness of colossal constructions. A Horde of Golems created especially to work together as a unit is an Engine of Destruction of almost unthinkable power, and can make these doughty foes real threats to even the mightiest. Any construct is potentially adaptable to such tactics and strategies, and those such as Inevitables and Warforged may form such arrays of their own free will, the better to pursue their duties.

The Pack: A pack of wolves holds no terrors for the brave and strong, unless that pack is a Horde of predators. Such Hordes make the natural accompanyment to the Herds described above, and nicely simulate the pack hunting techniques widely seen in nature. That shivering howl in the wilderness can suddenly become a thing of terror to even the mightiest adventurer again. A pack can be formed from many eligible creatures, such as lions, wolves, bears, bobcats, monitor lizards, barracuda, sharks, blink dogs, displacer beasts, otyughs, bulettes, and many others.

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.

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.

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.

Larger Hordes than these are represented by multiples of Hordes. A herd of a thousand Large horses may be represented by 100 Hordes, packed together edge to edge.

The area occupied by a Horde is completely shapeable, though the Horde usually remains in contiguous squares. As a rule of thumb, if a Horde does not have at least half its component creatures adjacent to one another at the end of three consecutive combat rounds, it may break into two smaller Hordes, or it may lose the wanderers and shrink in size.

Traits: A Horde has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. (Individual creatures may be subject to such penalties, but see the blowthrough rules below) A disciplined Horde (usually referred to as a Phalanx) has one melee attack per ten feet of its edge, subject to its reach. Normally, disciplined Hordes have up to four melee attacks, if surrounded by foes. No more than one of these attacks can be directed at any one foe, unless the component creatures of the Horde have Reach. A Reach of ten feet or more allows up to three of a Hordes melee attacks to be directed at a single foe. A Disiplined Horde is usually not able to grapple unless it is specified in the Horde's description. Undisiplined Hordes (usually referred to as Rabble) have only one attack per round, but may start a grapple as a free action in addition to that attack. A Horde that is grappling a foe must leave at least one square of creatures in the same square as the creature being grappled, and may do damage, pin, move, etc the creature in all ways as a normal grapple. A Horde may grapple one medium size foe per every four squares in size it currently has. A Horde that is grappling takes no penalties for that grapple (it is more akin to swallowing whole than a traditional grapple) and may attack others and move or reshape itself at will. Also similar to a swallow whole, the grappled character may free themselves by doing enough damage to the Horde to invoke the blowthrough rule. This is in addition to the traditional ways to escape a grapple attack.

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.

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.

Ranged attacks such as Arrow Storm that can attack multiple targets are resolved as the above example: For each nine squares of the Horde's area that is within line of sight/line of effect of the archer, roll one set of damage and apply it to the Horde's hit points.

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.

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 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 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.

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.

A Horde may include other willing monsters inside it. Thus, a Horde of Imperial Troopers may include a wizard and three clerics, or a horde of mummies may include a lich. The Horde arranges itself so that there is a space within it to accommodate such add-ons. A monster so meshed with a Horde cannot be melee attacked until the Horde loses members sufficient to expose it to an open edge. Ranged attacks may still be effective.

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


Sample Hordes:

Horde of Shadows

Colossal Undead

Hit Dice: 300d12 (1950hp)

Initiative: -6

Speed: Fly 30 ft. (Good) (6 squares)

Armor Class: 13, touch 12, flat-footed 13

Base Attack/Grapple: +47/+53

Attack: Incorporeal Claw +45, 1-6 Str

Full Attack: Up to four Incorporeal Claw, 1-6 str each, no more than one per ten feet of facing

Space/Reach: 30x30 feet/5 feet

Special Attacks: free grapples, Strength Drain, Create Spawn, Fear Aura

Special Qualities: Darkvision 60 ft, Incorporeal traits, +2 turn resist, Undead traits, Horde traits

Saves: Fort +38, Ref +39, Will +46

Abilities: Str 24, Dex 16, Con -, Int 8, Wis 10, Cha 10

Skills: Listen +10, Spot +10, Hide +38*

Feats: Alertness, Dodge

Environment: Any

Organization: Horde

Challenge Rating: 28

Treasure: Usually none, but may be guarding something good.

Alignment: Chaotic Evil

Advancement: 301-900HD

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 covers every surface in a 30 foot cube with shifting, flickering shadows, and can re-form itself at will. Shadow Hordes never communicate anything but evil hunger.

Shadow Hordes are usually bound to a spot as guardians, but eagerly kill all who happen near. This means that there is usually some warning of the presence of a Shadow Horde, as single shadows created from its past victims live around it and encounters with these lesser foes provide some warning to the presence of the greater evil nearby.

Strength Damage: Shadow Hordes drain strength, 1-6 per round. Given their very good attack scores and ability to grapple as a free action, this is an extremely dangerous fiend to face. Each person who dies from Str drain returns in 1-4 rounds and adds hit points to the Horde, if damaged, or roams free, if the Horde is healed. The Shadow Horde can inflict up to four touches per round, but no more than one per ten feet of its facing.

Create Spawn: Creatures drained to zero strength die and rise as shadows in 1-4 rounds.

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.

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