Amechra
2014-01-29, 02:11 AM
Black Shuck
Large Undead
Hit Dice: 13d8+104 (162 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 21 (–1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Base Attack/CMB/CMD: +9/+17/31
Attack: Bite +15 melee (2d6+10 plus 1d6+3 Negative energy)
Full Attack: Bite +15 melee (2d6+10 plus 1d6+3 Negative energy)
Space/Reach: 10 ft./5 ft.
Special Attacks: Black Shuck's company, fear aura, hound of ill fortune, howl of the black dog, spell-like abilities, trip
Special Qualities: Channel resistance +8, darkvision 60 ft, DR 15/Good or Cold Iron, harbringer of death, incarnation of fear low-light vision, nightmare body, scent, undead traits,
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 25, Dex 19, Con -, Int 12, Wis 14, Cha 27
Skills: Acrobatics +11, Intimidate +24, Perception +26, Sense Motive +11, Stealth +28, Survival +21
Feats: Lightning Reflexes, Improved Trip, Combat Reflexes, Track, Weapon Focus (bite), Scent of Fear (http://www.d20pfsrd.com/feats/monster-feats/scent-of-fear-monster), Smell Fear (http://www.d20pfsrd.com/feats/general-feats/smell-fear)B
Environment: Craggy moors and fens
Organization: Unique
Challenge Rating: 15
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
Black Shuck has been known by many names; Old Shuck, Grim, the Black Dog, Moddy Dhoo... But names don't matter. They aren't the truth of Black Shuck.
He appears as a wolfhound the size of a horse; his fur is black as coal, and his terrible, burning eyes are the red of dying embers.
Black Shuck is a spirit of fear, and death; those are his two constants. He walks where men walk; he has followed men accross the ocean, some say on his ships, some say merely padding along on top of the water.
He is bound by a law that is his own; he has been known to escort unchaperoned women back to their homes, and to watch over playing children.
Black Shuck speaks no languages, but understands any language that has ever been used to intimidate another. As such, he understands most of them.
Special Attacks:
Black Shuck's Company (Su): Black Shuck may, as a free action that may be taken outside of his turn, select a single creature to be its Companion.
When determining Black Shuck's overland speed while travelling with or following his Companion, use the higher of his speed or that of his Companion; additionally, while travelling overland, Black Shuck ignores the effects of terrain.
Finally, Black Shuck gains a +5 circumstantial bonus when making Perception or Survival checks to find a Companion.
Black Shuck's Companion is immune to his Fear Aura, Howl of the Black Dog, and Harbringer of Death abilities.
Black Shuck may have a number of Companions at one time equal to his Charisma modifier.
Fear Aura (Su): Black Shuck carries with him the fear of predators and of doom; as long as a creature is within the range of Black Shuck's Scent ability, they are considered to be inside his Fear Aura.
As per normal, any creature within 30' is considered to be within range of his Scent; this is increased to 60' if they are upwind of Black Shuck, and reduced to 15' if they are downwind. Creatures with particularly strong scents double these distances, while creatures with overpoweringly strong scents triple them.
Hound of Ill Fortune (Ex): 3/day, Black Shuck may use Accursed Glare (http://www.d20pfsrd.com/magic/all-spells/a/accursed-glare) as a SLA.
Whenever a creature fails an attack roll or a save due to Black Shuck's Accursed Glare SLA, they take untyped damage equal to Black Shuck's Charisma modifier.
In addition, whenever a creature under the effects of Black Shuck's Accursed Glare SLA would gain the benefits of a reroll, they must always take the lower die.
Howl of the Black Dog (Su): Once per night, as a move action, Black Shuck may let out an eerie, soul-piercing howl, which may be heard . Any creature that hears the howl takes a -4 morale penalty on saves against fear; creatures that are immune to fear instead have that immunity suppressed.
Finally, any creature suffering a penalty to their saves against fear due to Black Shuck's howl are considered to be within the radius of his Fear Aura.
The effects of Howl of the Black Dog last 13 rounds. Howl of the Black Dog is a Mind-Affecting ability.
Spell-like abilities: CL 13. 3/day Accursed Glare (see Hound of Ill Fortune) (DC 20), Fog Cloud; at-Will, Hunter's Howl (DC 19)
Special Qualities:
Harbringer of Death (Su): Any creature that makes eye contact with Black Shuck must make a DC 24 Will save or have their maximum age changed to one year from the point that they made eye contact. This curse may be removed with the use of a Remove Curse spell, and any creature that succesfully saves against this ability is immune to it for the next 24 hours.
Any creature that touches Black Shuck (other than one of his Companions) must make a successful DC 24 Fortitude save or take 12d6+13 points of damage each round they remain in contact. A successful save means the creature only takes 3d6 + 13 damage. This is a Death effect.
Black Shuck's bite attack deals damage as if he were one size larger, and he deals an additional 1d6+3 points of Negative energy damage with each attack.
Finally, when Black Shuck enters a building, the structure takes 3d6 + 13 damage, bypassing its hardness, as support beams splinter and stone cracks. If this would deal enough damage to destroy the walls, the ceiling collapses as per a cave-in (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/cave-in-or-collapse-cr-8).
Incarnation of Fear (Ex): If Black Shuck should die through any means, he is reincarnated at the stroke of midnight on the night of the next new moon, reappearing at the crossroads nearest to his death.
Nightmare Body (Su): Black Shuck has a Natural Armor Bonus and Channel Resistance equal to his Charisma modifier.
In addition, any creature that casts spells on Black Shuck is afflected as if they were under the effects of the Nameless Dread (http://www.d20pfsrd.com/magic/variant-magic-rules/spellblights#TOC-Nameless-Dread) spellblight.
Finally, he is constantly surrounded by a Silence effect, and is considered to be Evil for the purposes of prerequisites.
Skills:
Black Shuck has a +8 racial bonus to Perception and Stealth skill checks, and a +4 racial bonus to Survival checks.
Descendents of Black Shuck
Sometimes, when Black Shuck walks alongside a pregnant woman, her progeny feels his maddening touch. Sometimes, when he watches children at play, he blesses them.
These descendents of Black Shuck are known as Hound-Children, and always have midnight black hair and scarlet eyes. They bear some of the gifts of their forebear, as well.
Mechanically, Hound-Children are Spirit-Born (http://www.giantitp.com/forums/showthread.php?t=322881) with the following choices:
+2 to either Strength or Charisma
Fangs Natural Weapon
Scent
Camouflage (Plains)
Large Undead
Hit Dice: 13d8+104 (162 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 21 (–1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Base Attack/CMB/CMD: +9/+17/31
Attack: Bite +15 melee (2d6+10 plus 1d6+3 Negative energy)
Full Attack: Bite +15 melee (2d6+10 plus 1d6+3 Negative energy)
Space/Reach: 10 ft./5 ft.
Special Attacks: Black Shuck's company, fear aura, hound of ill fortune, howl of the black dog, spell-like abilities, trip
Special Qualities: Channel resistance +8, darkvision 60 ft, DR 15/Good or Cold Iron, harbringer of death, incarnation of fear low-light vision, nightmare body, scent, undead traits,
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 25, Dex 19, Con -, Int 12, Wis 14, Cha 27
Skills: Acrobatics +11, Intimidate +24, Perception +26, Sense Motive +11, Stealth +28, Survival +21
Feats: Lightning Reflexes, Improved Trip, Combat Reflexes, Track, Weapon Focus (bite), Scent of Fear (http://www.d20pfsrd.com/feats/monster-feats/scent-of-fear-monster), Smell Fear (http://www.d20pfsrd.com/feats/general-feats/smell-fear)B
Environment: Craggy moors and fens
Organization: Unique
Challenge Rating: 15
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
Black Shuck has been known by many names; Old Shuck, Grim, the Black Dog, Moddy Dhoo... But names don't matter. They aren't the truth of Black Shuck.
He appears as a wolfhound the size of a horse; his fur is black as coal, and his terrible, burning eyes are the red of dying embers.
Black Shuck is a spirit of fear, and death; those are his two constants. He walks where men walk; he has followed men accross the ocean, some say on his ships, some say merely padding along on top of the water.
He is bound by a law that is his own; he has been known to escort unchaperoned women back to their homes, and to watch over playing children.
Black Shuck speaks no languages, but understands any language that has ever been used to intimidate another. As such, he understands most of them.
Special Attacks:
Black Shuck's Company (Su): Black Shuck may, as a free action that may be taken outside of his turn, select a single creature to be its Companion.
When determining Black Shuck's overland speed while travelling with or following his Companion, use the higher of his speed or that of his Companion; additionally, while travelling overland, Black Shuck ignores the effects of terrain.
Finally, Black Shuck gains a +5 circumstantial bonus when making Perception or Survival checks to find a Companion.
Black Shuck's Companion is immune to his Fear Aura, Howl of the Black Dog, and Harbringer of Death abilities.
Black Shuck may have a number of Companions at one time equal to his Charisma modifier.
Fear Aura (Su): Black Shuck carries with him the fear of predators and of doom; as long as a creature is within the range of Black Shuck's Scent ability, they are considered to be inside his Fear Aura.
As per normal, any creature within 30' is considered to be within range of his Scent; this is increased to 60' if they are upwind of Black Shuck, and reduced to 15' if they are downwind. Creatures with particularly strong scents double these distances, while creatures with overpoweringly strong scents triple them.
Hound of Ill Fortune (Ex): 3/day, Black Shuck may use Accursed Glare (http://www.d20pfsrd.com/magic/all-spells/a/accursed-glare) as a SLA.
Whenever a creature fails an attack roll or a save due to Black Shuck's Accursed Glare SLA, they take untyped damage equal to Black Shuck's Charisma modifier.
In addition, whenever a creature under the effects of Black Shuck's Accursed Glare SLA would gain the benefits of a reroll, they must always take the lower die.
Howl of the Black Dog (Su): Once per night, as a move action, Black Shuck may let out an eerie, soul-piercing howl, which may be heard . Any creature that hears the howl takes a -4 morale penalty on saves against fear; creatures that are immune to fear instead have that immunity suppressed.
Finally, any creature suffering a penalty to their saves against fear due to Black Shuck's howl are considered to be within the radius of his Fear Aura.
The effects of Howl of the Black Dog last 13 rounds. Howl of the Black Dog is a Mind-Affecting ability.
Spell-like abilities: CL 13. 3/day Accursed Glare (see Hound of Ill Fortune) (DC 20), Fog Cloud; at-Will, Hunter's Howl (DC 19)
Special Qualities:
Harbringer of Death (Su): Any creature that makes eye contact with Black Shuck must make a DC 24 Will save or have their maximum age changed to one year from the point that they made eye contact. This curse may be removed with the use of a Remove Curse spell, and any creature that succesfully saves against this ability is immune to it for the next 24 hours.
Any creature that touches Black Shuck (other than one of his Companions) must make a successful DC 24 Fortitude save or take 12d6+13 points of damage each round they remain in contact. A successful save means the creature only takes 3d6 + 13 damage. This is a Death effect.
Black Shuck's bite attack deals damage as if he were one size larger, and he deals an additional 1d6+3 points of Negative energy damage with each attack.
Finally, when Black Shuck enters a building, the structure takes 3d6 + 13 damage, bypassing its hardness, as support beams splinter and stone cracks. If this would deal enough damage to destroy the walls, the ceiling collapses as per a cave-in (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/cave-in-or-collapse-cr-8).
Incarnation of Fear (Ex): If Black Shuck should die through any means, he is reincarnated at the stroke of midnight on the night of the next new moon, reappearing at the crossroads nearest to his death.
Nightmare Body (Su): Black Shuck has a Natural Armor Bonus and Channel Resistance equal to his Charisma modifier.
In addition, any creature that casts spells on Black Shuck is afflected as if they were under the effects of the Nameless Dread (http://www.d20pfsrd.com/magic/variant-magic-rules/spellblights#TOC-Nameless-Dread) spellblight.
Finally, he is constantly surrounded by a Silence effect, and is considered to be Evil for the purposes of prerequisites.
Skills:
Black Shuck has a +8 racial bonus to Perception and Stealth skill checks, and a +4 racial bonus to Survival checks.
Descendents of Black Shuck
Sometimes, when Black Shuck walks alongside a pregnant woman, her progeny feels his maddening touch. Sometimes, when he watches children at play, he blesses them.
These descendents of Black Shuck are known as Hound-Children, and always have midnight black hair and scarlet eyes. They bear some of the gifts of their forebear, as well.
Mechanically, Hound-Children are Spirit-Born (http://www.giantitp.com/forums/showthread.php?t=322881) with the following choices:
+2 to either Strength or Charisma
Fangs Natural Weapon
Scent
Camouflage (Plains)