Advertisement
Guest User

Kingdom Hearts D&D - Shadow Stats.

a guest
Apr 11th, 2017
65
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.87 KB | None | 0 0
  1. Stealing this from http://www.d20srd.org/srd/monsters/goblin.htm
  2. Anything with a * I'm not sure if it needs adjust because I converted from Humanoid to Outsider, and I gave it some Rogue stuff.
  3. http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType
  4. Feel free to omit some of the Special Abilities and Qualities until they reach higher levels.
  5. [Anything in square brackets is stuff I'm unsure on, or other notes.]
  6.  
  7. > Stats
  8. Shadow, * 1st-Level Warrior + 1st-Level Rogue
  9. Size/Type: Small Outsider (Evil)
  10. * Hit Dice: 1d8+1 (5 hp)
  11. Initiative: +1
  12. Speed: 30 ft. (6 squares)
  13. *Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
  14. *Base Attack/Grapple: +1/-3
  15. *Attack: Claws +2 melee (1d6)
  16. *Full Attack: Claws +2 melee (1d6)
  17. Space/Reach: 5 ft./5 ft.
  18. * Special Attacks: Steal Heart, Charge, Rake, Pounce
  19. * Special Qualities: Blindsense, Damage Reduction: Evil, Damage Reduction: Neutral, Damage Weakness: Good, Darkvision 60 ft.,
  20. Movement Mode: Climb, Natural Weapon: Claws, Resistance to Energy (Dark), Vulnerability to Energy (Light)
  21. * Saves: Fort +3, Ref +1
  22. * Abilities: Str 11, Dex 13, Con 12, Int 0, Wis 9, Cha 6 [Lower Cha?]
  23. * Skills: Hide +5, Listen +4, Move Silently +5, Spot +4
  24. Feats: Alertness, Stealthy, Corridors of Darkness, Sink into Shadows
  25. Environment: Any
  26. * Organization: Gang (4-9),
  27. Band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 Shadows and 1 leader of 4th-6th level),
  28. Warband , or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of
  29. 4th or 5th level, 1 leader of 6th-8th level).
  30. Can omit Sergeants for Soldier Heartless (or it's equivalent in Heartless rankings).
  31. Can omit leader for Large Body Heartless (or it's equivalent or higher in Heartless rankings)
  32. * Challenge Rating: 1/3
  33. Treasure: Standard
  34. Alignment: Neutral Evil / Chaotic Evil [not sure what applies better. Whatever the case, this applies to all Heartless]
  35. Advancement: By character class
  36. Level Adjustment: +0
  37.  
  38.  
  39. > Special Feats & Traits:
  40. - Corridors of Darkness.
  41. At Will: Treat as though it was Plane Shift (but accurate on where you land). Shadows will monitor an area from another plane as though they were standing in it, then jump into that Plane. CoD cannot be treated as Teleport, Greater. [Shadows must enter the CoD if they wish to teleport large distances on a plane. I.e. they could go from a shop, into the CoD, then to a home- but from the shop straight to the home. See tactics below to see how & when they'll use this.]
  42.  
  43. - Sink into Shadows:
  44. At Will: The Shadow must be in contact with the floor or another non-living surface. The Shadow sinks into the floor as though it was an actual shadow. It becomes Incorporeal in this state, and cannot attack until it has fully reformed (they cannot attack ''while'' exiting Sink into Shadows). The darker it is, the faster it can move- moving double it's speed in pitch darkness, and half it's speed in blinding light (if a Shadow would move less than it's normal speed when using Sink into Shadows, it will only use it to avoid damage, or if it is not being observed). Shadows may also act as though they had Spider Climb while in this state. They are also without mass or size, and pass through thin gaps providing their image can fit through at ''some''' angle [A vertical crack that is as tall as a Shadow, or a horizontal crack as wide as a Shadow. They couldn't crawl through a hole the size of a pen- as it would compromise the shape of the flattened Shadow].
  45.  
  46. - Steal Heart:
  47. Once Per Day: The Shadow attacks a target that is unconscious or otherwise unable to physically fight back or resist (may use Steal Heart on recently Dead targets At Will) AND has a Heart (or anything similar). Treat as though it was Slay Living (http://www.dandwiki.com/wiki/SRD:Slay_Living) with Good Aligned characters having + 1 Fort to this saving throw, and Evil characters having -1 Fort to this saving throw. A being killed by Steal Heart has their heart (or anything similar) erased, and they cannot be brought back to life or communicated with, even through epic spells or powers. They are not sent to any afterlife, or anything similar. The corpse fades away.
  48.  
  49. - This Monster leaves no corpse when it dies.
  50. - This Monster cannot become unconscious.
  51.  
  52.  
  53. > Additional Traits:
  54. This Monster is a Heartless (Pureblood), this gives it the following traits:
  55. - Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  56. - Blind (but have the blindsight special quality [blindsense sounded more appropriate for this creature]), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  57. - Immunity to poison, sleep effects, paralysis and polymorph. [but not Stun]
  58. - Proficient with its natural weapons only.
  59. - Proficient with no armor.
  60. - Does not eat, breathe, or sleep.
  61.  
  62.  
  63. > Additional Feats:
  64. At higher levels Shadows may take these Feats (and others, your choice):
  65. > Warrior
  66. Combat Expertise: Improved Feint, Combat Expertise: Improved Trip, Dodge, Mobility, Spring Attack, Improved Initiative, Improved
  67. Unarmed Strike, Power Attack, Weapon Finesse: Natural, Weapon Focus: Natural.
  68.  
  69. [I'd also use some of these, but I'm not sure if dual-classing it makes it to powerful, or you need to alter some of the above:]
  70. > Rogue
  71. Sneak Attack, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Crippling Strike, Evasion, Improved Evasion, Opportunist, Skill Mastery
  72.  
  73. > Shadowdancer:
  74. Hide in Plain Sight, Shadow Jump
  75.  
  76. > General
  77. Climb, Jump, Tumble. [Already possesses Hide, Listen, Move Silently, and Spot]
  78.  
  79.  
  80. > Fluff
  81. ''Heartless that emerge from various places. They sneak up to their enemies and strike them with sharp claws. They are extremely tenacious, often chasing their prey to the end. These Heartless are easy to defeat on their own, but their habit of attacking in large swarms can be quite overwhelming.''
  82.  
  83.  
  84. > Tactics:
  85. Shadows fight until death.
  86.  
  87. Shadows attempt to kill their prey, and will use Steal Heart on an unconscious, restrained or even recently dead target.
  88.  
  89. Heartless use Corridors of Darkness to lie in wait, monitoring an area. When prey enters this area, they will teleport in to make their targets flat-footed (without an intelligent leader they do not ambush surrounding the target- rather just as they get close to the middle of the room/area).
  90. If their target flees, they will pursue until the prey has left the room, is further than 100 ft away in an open space, or if the closest party member is a distance greater than 30 ft and is running from it. At this time, they will use Corridors of Darkness to return to their original spot. Shadows will never use Corridors of Darkness to pursue prey (unless instructed to by an intelligent leader) or to avoid dying.
  91.  
  92. Shadows will use Sink into Shadows to prevent damage, or when it is unnoticed to sneak around and get Sneak Attack.
  93.  
  94. Shadows work with other Shadows & Heartless and gang-up on targets- possibly even using Overrun, Trample or Grapple even on targets larger than themselves when working together. [What the hell is the group equivalents of those Feats?]
  95.  
  96. Shadows will not Balance or Swim, instead they will Sink into Shadows and crawl along the surface.
  97. Shadows not use Escape Artist, instead they will use Sink into Shadows if possible. If they cannot, they will use Corridors of Darkness- but will return Flat-Footed next round.
  98. Shadows prefer to use Sink into Shadows or Jump over Climb or Use Rope.
  99.  
  100.  
  101. > Notes for DMs:
  102. Shadows are cannon fodder. They'll nick a few HP here and there when teamed up with other monsters, taking advantage of Opportunist, Sneak Attack, and the like. They should be "tricky"- but not hard to kill. Do not give them Defensive Roll (except at high levels)- put more Shadows in the room instead. They are like a Goblin - a challenge at first, a hindrance later.
  103.  
  104. You can also give them a few extra levels in Jump, or give them a feat that lets them act as though they had the Jump spell cast upon them so they can leap onto people or perform a leaping attack (unless that's Pounce)- Shadows either scratch, perform a 1-2 scratch, or jumping scratch. In one game they could do a sliding kick, but I'd rework that to be Trip. Soldiers and Power Wilds are more about kicks and sliding kicks.
  105.  
  106. Feel free to rework Steal Heart so it takes a round uninterrupted to pull off or the like. Depends on how often your party goes unconscious/dead. Characters who have lost their heart ''have'' been brought back- one by exposing the Heartless the original Heart into to pure light + someone who had a "piece" of that Heart (i.e. when we meet people, they all gain a piece of heart via memories and the like, so you can give someone back their heart via those pieces with enough people + power of friendship)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement