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Maerok
2008-06-20, 11:49 PM
Nocturner

http://farm1.static.flickr.com/117/296951777_5d806de452.jpg?v=0

"I don't know what you're talking about Cirron... I'm not making any shadow pup - SPLORTCH!"

Medium* Outsider (Incorporeal, Evil, Extraplanar) *=see below
HD 8d8+40 (Average HP)
Speed 40 ft. (8 squares)
Init: +9
AC 20; touch 15; flat-footed 20
(Deflection +5, Natural Armor +5)
BAB +6; Grp -
Attack Touch attacks +11
Space 5 ft.; Reach 5 ft.
Special Attacks Aura of uttercold, shadow puppet
Special Qualities Crawling darkness, vulnerable to magical light, zone of darkness, shadow lord, immunity to cold, DR 5/good, spell resistance 15, blindsight 60 feet (from edges), telepathy (within space), spider climb
Saves Fort +6 Ref +7 Will +7
Abilities Str -, Dex 20, Con 18, Int 19, Wis 16, Cha 21
Skills Concentration +9, Escape Artist +16, Hide +16, Know (planes) +10, Listen +14, Move Silently (Incorporeal), Search +15, Spot +14
Feats Improved Initiative, Iron Will, Improved Toughness
Environment Plane of Shadow
Organization Solitary
Challenge Rating 10
Treasure None
Alignment Neutral evil
Advancement By shadowcaster (http://www.enworld.org/showthread.php?t=184955) levels
Mysteries Two first-level, two second-level, one third-level (DC 15 + SL)

Nocturners are strange creatures that come from the Plane of Shadow. It is not truly known how they arrive, but some theorize that magical mirrors and gates leading into the Plane can trap shadow essence when their link is broken. These pieces of elemental shadow remain in the Material Plane sometimes and take on the malevolence of their extraplanar origin. Others say that spells of darkness release sinister energies that coalesce into these devious creatures every eon or so. Nocturners are elementals of shadow and exist on a level akin to that of shadows cast by light. However, Nocturners are fierce and capable of channeling strange and dark powers to hunt down the living. As it goes about its attacks, it hides in the shadows and attacks unexpectedly. While it develops it will grow in size and power.

Nocturners do not speak, but have a telepathic effect within their space.

Crawling Darkness (Ex): Nocturners occupy one square of floor space initially (the nexus), plus one more per shadowcaster level attained. It automatically detects any corporeal creature within its space, whether hidden or not. Creatures in this space are in touch range for its spells and abilities, and they may likewise target any space it occupies. Nocturners occupy the surface of any floor it travels on as a two-dimensional shadow, but can 'spend' one or more of its extra spaces to reach an extra five feet higher in one space (a 10 HD Nocturner can reduce itself to a single space to reach 10 feet up). Whenever it moves, first move the nexus (the original square) and then reorder the additional spaces in a connected mass; spaces may be excluded to create spaces like a figure-8. Additional spaces may stack at one position and, when not used to improve vertical reach, grant a +2 circumstance bonus to AC for that square.

Scaling Defenses: DR (HD-3)/good, SR 7 + HD.

Vulnerable to Magical Light (Ex): Nocturners take damage as if undead from [light] spells; it takes a sacred penalty to attacks, AC, and saves equal to the spell level for the duration of the effect.

Zone of Darkness (Su): The area above the Nocturner, up to five feet above it, is affected by a continual darkness effect (CL equal to HD).

Shadow Lord (Su): Any mysteries and [darkness] spells cast from within the Nocturner gain a +1 bonus to DC, including its own. It may counter [light] spells as if it had Improved Counterspell, using mysteries. Nocturners are healed by negative energy and harmed by positive energy. Nocturners naturally cast mysteries as level 5 shadowcasters.

Aura of Uttercold (Su): At the beginning of each round, all living creatures within the Nocturner's space take 1d6 cold damage and 1d6 negative energy damage per 5 HD.

Shadow Puppet (Su): As a standard action, the Nocturner may infiltrate a creature within its nexus as if by magic jar (DC 19). Its entire form retreats to within two squares of the nexus (or entirely within the the host) and may continue to use any benefits (aura of uttercold does not affect host). When hiding entirely, a DC 20 Spot check can see something wrong with the victim's shadow or a strange tint to their eyes.

Debihuman
2008-06-21, 04:00 PM
Armor Class is based on Dex as well as natural armor and deflection bonuses; and your nocturner appears to have an AC of 25 not 20 (AC is +5 Dex, +5 Natural and +5 Deflection); Touch 20, Flat-footed 20.

Where does it's deflection bonus come from? You didn't mention it in any of its abilities.

Spiderclimb is a good spell-like ability to have, but you don't mention if this is an at will power or not. If it is at will, the nocterner doesn't lose it's Dex bonus when flat-footed.

From the spell: A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


If the nocturner changes size, it will have different stats and you should note where the size changes come into effect.

It seems like they should have a racial bonus to Hide (especially in shadows).

Debby

Zeta Kai
2008-06-21, 06:24 PM
Maerok, if you need a statistics table for increasing creature size, here is one I made for use in several of my projects. It's calculated from data in the SRD, so it's not really my homebrew per se, more of a reference table that I compiled.