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Phantomcrossing

影 の 未

Feb 26th, 2014
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  1. The Shadow Not Yet Born, 影 の 未
  2. Unbound Shadow
  3. 4HD Neutral Evil Medium Living Construct (Augmented Undead, Augmented Spirit, Mythic) CR 4, MR 3
  4. Init 10; Senses darkvision 60 ft.; Perception +5
  5. DEFENSE
  6. AC 25, touch 18, flat-footed 19 (+1 Dex, +4 natural, 3 Mythic)
  7. Vitality 68
  8. Structure 0/14
  9. Emotional Wall 67/68
  10. Composure 15/14
  11. MP: 13/15
  12. Defensive Abilities Damage Resistance (takes only half damage) to non silver or non magic weapons. Damage Resistance against cold and electricity. Damage Soak 2. Restoration/Channel Resistance +4.
  13. Weaknesses Restoration Vulnerability, Damage Weakness (takes 1.5x damage) Fire. Damage Vulnerability (take twice damage) from light effects.
  14. OFFENSE
  15. Speed 30 ft.
  16. Melee slam +9 (1d4+5 plus energy drain, Grab), Thin Blade +9 (1d8+5, 18-20 Crit Range)
  17. Special Attacks create spawn, energy drain (1 Max Wound, DC 15), Sneak Attack +2d6
  18. STATISTICS
  19. Str 12, Dex 20, Con 14, Int 12, Wis 13, Cha 16
  20. Feats Weapon Finesse, Snap, Expertise, Improved Disarm
  21. Trainings Deceive +4, Intimidate +4, Persuasion +4, Insight +4, Perception +4, Acrobatics +4, Melee +4, Stealth +4. Racial Modifier +8 Stealth
  22. Languages Japanese, whatever Mikage Speaks
  23.  
  24. SPECIAL ABILITIES
  25. Create Spawn (Su) Any humanoid creature that is rendered unconscious by an Unbound Shadow who was successfully subject to their energy drain or vitae drain attacks generates a new Unbound Shadow in only 1d4 rounds. Spawn so created are less powerful than typical Unbound Shadows, normally with fewer HD, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the Unbound Shadow that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed Unbound Shadows.
  26. Restoration Vulnerability (Su) A restoration or similar spell cast on an Unbound Shadow destroys it (Will negates). Using the spell in this way does not require a material component.
  27. Shadowless (Ex) An Unbound Shadow casts no shadows and shows no reflection in a mirror.
  28. Vitae Drain (Su) An Unbound can suck blood from a grappled opponent; if the Unbound Shadow establishes or maintains a pin, it drains blood, dealing 1d4 points of Wound or Composure Damage. The Unbound Shadow heals 5 Vitality or gains 5 temporary Vitality for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
  29. Born of Darkness: an Unbound Shadow's Darkvision can see through Magical Darkness cast at a CL equal to it's HD. It must test it's HD against the caster's Casting Statistic + Spell bonus to see in stronger magical darkness, unless it cast the spell itself.
  30.  
  31. Mythic Rank 3, Surge Value 1d6. Mythic Power 9/day. First Ability Boost (Dex),
  32.  
  33. 2 Mythic Feats.
  34. Mythic Spell Lore: 3 Spells of up to 2nd lvl. Entangle (Cost 1), Darkness (Cost 3), & Darkbolt (Cost 3)
  35. Extra Power: +3 uses of Mythic Power
  36.  
  37. 4 Mythic abilities.
  38. Block Attacks (Ex): Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).
  39. Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action
  40. Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of sight & effect to the teleportation target square.
  41. Vanishing Move (Su): When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.
  42.  
  43. Spells
  44. ENTANGLE
  45. Earth Lvl 1. Cost 1.
  46. Casting Time 1 standard action
  47. Range long (400 ft. + 40 ft./level)
  48. Area plants in a 40-ft.-radius spread
  49. Duration 1 min./level (D)
  50. Test: Agility vs caster Charisma+ spell level Partial, see text.
  51.  
  52. This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their test gain theentangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Might or Acrobatics Test. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
  53. Mythic Augmentation: The spell functions in areas without any vegetation, causing plants to spring up out of the ground. These plants can reach creatures that are up to 10 feet in the air. Plants affected or created by the spell sprout thorns that deal 1d6 points of damage each round to creatures in the area.
  54.  
  55.  
  56. DARKNESS
  57. Shadow 2 Cost 3
  58. Casting Time 1 standard action
  59. Range touch
  60. Target object touched
  61. Duration 1 min./level (D)
  62. This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
  63.  
  64. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed
  65.  
  66. Mythic Augmentation: The illumination level in the area drops to darkness regardless of the existing lighting conditions. Non-mythic spells and effects can't increase the light level in the area. Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. Creatures in the area of darkness take a –2 penalty on saves against fear.
  67.  
  68.  
  69. Darkbolt
  70. Shadow 2 Cost 3
  71. Casting Time: 1 action
  72. Range: Close (25 ft. + 5 ft./2 levels)
  73. Target: One creature
  74. Duration: Instantaneous
  75. Saving Throw: Endurance vs Caster Charisma partial
  76.  
  77. The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand.
  78. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8).
  79. Half the damage is cold, and the other has no specific type.
  80. When struck, the foe must also succeed at an Endurance Reaction Test or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.
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