Return of the Pharaohs

Chapter 12d – Creature Stats


Details

General Azuubar Raxas

MYTHIC NIGHTWALKER CR 16

XP 76,800

CE Huge undead (extraplanar, nightshade)

Init +2; Senses darksense, darkvision 60 ft., detect magic, low-light vision; Perception +29

Aura desecrating aura (30 ft.)

DEFENSE

AC 35, touch 14, flat-footed 33 (+2 Dex, +26 natural, –2 size)

hp 257 (21d8+163)

Fort +14, Ref +11, Will +19

DR 15/good and silver; DR 10/Epic; energy resistance 15 (all); Immune cold; undead traits; SR 27

Weaknesses light aversion

OFFENSE

Speed 40 ft.

Melee 2 claws +28 (3d6+15/19–20 plus 4d6 cold)

Space 15 ft.; Reach 15 ft.

Special Attacks channel energy (8d6, DC 29, 8/day), fear gaze, swift sundering

Spell-Like Abilities (CL 16th; concentration +21)

Constant—air walk, detect magic, magic fang

At will—contagion (DC 19), deeper darkness, greater dispel magic, unholy blight (DC 19)

3/day—confusion (DC 19), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 19)

1/day—cone of cold (DC 20), finger of death (DC 22), plane shift (DC 22), summon (level 7, 4 greater shadows)

STATISTICS

Str 35, Dex 14, Con —, Int 20, Wis 21, Cha 21

Base Atk +15; CMB +29; CMD 41

Feats Combat Expertise, Command Undead, Greater Sunder, Greater Vital Strike, Improved Critical (claws), Improved Disarm (+2 check), Improved Sunder (+2 check), Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike

Skills Intimidate +29, Knowledge (arcana) +29, Knowledge (planes) +26, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim +33; Racial Modifiers +8 Stealth in dim light and darkness

Languages Abyssal, Common, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Block Attacks – 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).

Second Save – Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect.

Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.

Swift Sundering (Su) A nightwalker can make a sunder attempt as a swift action with one of its claws.

A nightwalker is 20 feet tall and weighs 5,000 pounds.

SHADOW CR 3

XP 800

CE Medium undead (incorporeal)

Init +2; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)

hp 19 (3d8+6)

Fort +3, Ref +3, Will +4

Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

OFFENSE

Speed fly 40 ft. (good)

Melee incorporeal touch +4 (1d6 Strength damage)

Special Attacks create spawn

STATISTICS

Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15

Base Atk +2; CMB +4; CMD 17

Feats Dodge, Skill Focus (Perception)

Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)

SPECIAL ABILITIES

Create Spawn (Su) A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

GREATER SHADOW CR 8

XP 4,800

CE Medium undead (incorporeal)

Init +5; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)

hp 58 (9d8+18)

Fort +5, Ref +8, Will +7

Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

OFFENSE

Speed fly 40 ft. (good)

Melee incorporeal touch +11 (1d8 Strength)

Special Attacks create spawn (as per shadow), strength damage

STATISTICS

Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15

Base Atk +6; CMB +11; CMD 24

Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)

Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)

SPECIAL ABILITIES

Strength Damage (Su) A greater shadow’s touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

BODAK CR 8

XP 4,800

CE Medium undead (extraplanar)

Init +6; Senses darkvision 60 ft.; Perception +14

DEFENSE

AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)

hp 85 (10d8+40)

Fort +6, Ref +5, Will +8

DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, fire 10

Weaknesses vulnerability to sunlight

OFFENSE

Speed 20 ft.

Melee 2 slams +9 (1d8+1)

Special Attacks death gaze

STATISTICS

Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16

Base Atk +7; CMB +8; CMD 21

Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Focus (slam)

Skills Intimidate +11, Perception +14, Stealth +10

Languages Common

SPECIAL ABILITIES

Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 negates. The save DC is Charisma-based. A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later. This is a death effect.

Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to direct sunlight deals 2d6 points of damage to a bodak.

WRAITH CR 5

XP 1,600

LE Medium undead (incorporeal)

Init +7; Senses darkvision 60 ft., lifesense; Perception +10

Aura unnatural aura (30 ft.)

DEFENSE

AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)

hp 47 (5d8+25)

Fort +6, Ref +4, Will +6

Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

Weaknesses sunlight powerlessness

OFFENSE

Speed fly 60 ft. (good)

Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)

Special Attack create spawn

STATISTICS

Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21

Base Atk +3; CMB +6; CMD 21

Feats Blind-Fight, Combat Reflexes, Improved Initiative

Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11

Languages Common, Infernal

SPECIAL ABILITIES

Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.

Constitution Drain (Su) Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.

Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.

Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.

D’ZIRIAK CR 3

XP 800

N Medium outsider (extraplanar)

Init +2; Senses darkvision 120 ft., low-light vision; Perception +9

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 26 (4d10+4)

Fort +2, Ref +6, Will +6

OFFENSE

Speed 30 ft.

Melee 2 claws +6 (1d6+1 plus grab)

Special Attacks dazzling burst

Spell-Like Abilities (CL 3rd; concentration +6)

1/day—plane shift (self only, to Plane of Shadow only)

STATISTICS

Str 13, Dex 15, Con 12, Int 13, Wis 14, Cha 16

Base Atk +4; CMB +5 (+9 grapple); CMD 17

Feats Combat Reflexes, Weapon Focus (claw)

Skills Climb +8, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Sense Motive +9, Stealth +9, Survival +7, Use Magic Device +8

Languages D’ziriak; telepathy 100 ft.

SQ glow

SPECIAL ABILITIES

Dazzling Burst (Su) Once per day, a d’ziriak can cause its body to flare with intense, colorful light as a swift action. Non-d’ziriaks within a 20-foot radius must make a DC 13 Fortitude save or be dazzled for 1 minute. After using this ability, the d’ziriak’s brilliant glow is extinguished for 24 hours. This ability is a light effect, and creatures that cannot see are immune to it. The save DC is Constitution-based.

Glow (Ex) The colorful runes that decorate a d’ziriak’s body create dim light in a 20-foot radius from its body.

Natives of the Plane of Shadow, d’ziriaks are a mysterious race of human-sized insectoids. From their partially buried hive cities rise spires and steeples adorned with alchemical fire and illusory flame, dim beacons of sanctuary in the foreboding twilight. The d’ziriaks remain staunchly neutral in most affairs, and are typically happy to converse with travelers via their eerie telepathy (their own language of buzzes and chitters is an obscure one known by few outside their race), but their unknown, obscure goals lead most others to regard this race with caution.

The average d’ziriak is 7 feet tall and has four arms, two legs, a termite-like abdomen, and a mandibled visage somewhere between that of insect and human. Two of its arms are large and possess sharp claws, while the other two are relatively small and used for fine manipulations, not combat. Strangely for a race native to the realm of shadows, the d’ziriaks have a colorful collection of runic shapes, almost like glowing tattoos, upon their chitinous flesh. These runes help to denote what role in d’ziriak society each of these beings serves.

D’ziriaks rarely travel off the Plane of Shadow except on orders of their rulers, and prefer to live their lives out in their hive cities. They remain open to trade and diplomacy with any brave enough to travel the Plane of Shadow, and are valued by many both on and off their plane for their artisans’ ability to weave light into tangible art and create weapons of great quality and beauty.

SHADOW DEMON CR 7

XP 3,200

CE Medium outsider (chaotic, demon, evil, extraplanar, incorporeal)

Init +8; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)

hp 59 (7d10+21)

Fort +5, Ref +11, Will +7

Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17

Weaknesses sunlight powerlessness

OFFENSE

Speed fly 40 ft. (perfect)

Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)

Special Attacks pounce, sprint, shadow blend

Spell-Like Abilities (CL 10th)

At will—deeper darkness, fear (DC 18), greater teleport (self only), telekinesis (DC 19)

3/day—shadow conjuration (DC 18), shadow evocation (DC 19)

1/day—magic jar (DC 19), summon (level 3, 1 shadow demon 50%)

STATISTICS

Str —, Dex 18, Con 17, Int 14, Wis 14, Cha 19

Base Atk +7; CMB +11; CMD 25

Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,

Skills Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14; Racial Modifiers +8 Perception

Languages Abyssal, Common; telepathy 100 ft.

SPECIAL ABILITIES

Sprint (Ex) Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.

Shadow Blend (Su) During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Sunlight Powerlessness (Ex) A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.

Tales of demonic possession are common, used often by the ignorant to explain strange or violent behavior. While the majority of such cases are merely manifestations of madness or derangement, those that are legitimate possessions are often the work of shadow demons.

Unlike many demons, shadow demons are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body.

ADVANCED SHADOW MASTIFF CR 8

XP 4800

NE Medium outsider (evil, extraplanar)

Init +6; Senses darkvision 60 ft., scent; Perception +10

DEFENSE

AC 24, touch 18, flat-footed 16 (+2 Dex, +6 natural)

hp 69 (6d10+18)

Fort +12, Ref +11, Will +9

Defensive Abilities shadow blend

OFFENSE

Speed 50 ft.

Melee bite +13 (1d8+8 plus trip), tail slap +8 (1d6+4)

Special Attacks bay

STATISTICS

Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13

Base Atk +9; CMB +10; CMD 22 (26 vs. trip)

Feats Improved Initiative, Iron Will, Power Attack

Skills Perception +10, Stealth +11, Survival +10

Languages Common (cannot speak)

SPECIAL ABILITIES

Bay (Su) When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 18 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based and includes a +2 racial bonus.

Shadow Blend (Su) In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.

Tireless hunters, stealthy trackers, and deadly predators, shadow mastiffs stalk the dark corners of the Outer Planes, preying upon all beings that stray from the light. These beasts have little in common with actual canines aside from their general forms (although with the notable addition of a long, spiked tail), their bodies being the evolution of countless centuries hunting the most merciless wildernesses of the Outer Planes and the Shadow Plane. On the Material Plane, they prefer to travel in shadow, moving soundlessly and unseen to find prey, hunting in vicious sport just as often as in hunger. Shadow mastiffs stand over 4 feet tall, with most weighing nearly 300 pounds.

In combat, these stealthy beasts prefer to fight in shadows; they shy from areas of bright light unless faced with no other choice and use their bay to force their enemies to flee from well-lit areas. Shadow mastiffs prefer to hunt in groups, using pack tactics to lure prey into traps and to draw it away from sources of light. They do not make lairs, and are usually not found with any sort of treasure, unless it is on the body of a recently slain victim.

Shadow mastiffs are popular guardians among spellcasters capable of conjuring them via lesser planar ally or lesser planar binding. Undead spellcasters and evil outsiders are immune to shadow mastiffs’ fearful bay; others who are not immune might intentionally expose themselves to the creatures’ bay at some point during the daylight hours when the resulting panic won’t directly impact other tasks. As a general rule, it’s safe to assume that any site using shadow mastiffs as guardians has already been affected by the bay, and that its inhabitants are thus immune to the ability’s effects for the remaining 24 hours of that day.

Larger shadow mastiffs exist—creatures the size of horses or even bigger. These creatures have different shapes, looking less like dogs and more like larger creatures such as lions, dinosaurs, or even dragons. Such creatures have additional racial Hit Dice, and could even have extra abilities such as flight or breath weapons.