Shadowmeld by Ogre_Bane
Medium-size Undead (Incorporeal, Extraplanar)
Hit Dice: 6d12 (39 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: fly 50 ft. (good)
AC: 16 (+4 Dex, +2 Deflection)
Attacks: 2 Incorporeal touch +8 melee
Damage: 2 Incorporeal touch 1d6 negative energy and Con Drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Constitution Drain, spell-like abilities, Possession
Special Qualities: Immunities, incorporeal, sunlight vulnerability
Saves: Fort +2, Ref +10, Will +6
Abilities: Str -, Dex 18, Con -, Int 14, Wis 12, Cha 15
Skills: Concentration +5, Hide +13, Listen +10, Move Silently +13, Search +11, Spellcraft +4, Spot +10
Feats: Ability focus (Possession), Flyby Attack, Improved Initiative, Lightning Reflexes

Environment: Any land or Plane of Shadow
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)

These are evil creatures the thrive in the Plane of Shadow seeking people to possess and travel to the material plane.

3.5 ready!

This creature appears to be an insubstantial shadow that lazily drifts over the ground. The creature's arms are grotesquely long, and end in vicious, shadowy claws. The spirit's eyes glow red and its maw is open in a silent scream.

Shadowmelds are evil, malevolent undead creatures that inhabit the Plane of Shadow. They appear to be shaodwy creatures with no substance and with very long arms and wicked claws. Their eyes glow with an evil, hate filled red. They appear to have mouthes that have very long fangs. Even though they appear to take on no real form, they always appear to have some vaguely humanoid shape.

Shadowmelds can speak any language they did previously.

Shadowmelds try to hide in their native plane as much as possible. If they are met on the material plane, they prefer to hide near boulders that provide as much shadow as possible to hide. They also prefer to attack during the night if at all possible. They like to surprise their victims and take possession of them as soon as possible to avoid detection. When forced into battle, they attack and then retreat immediately to turn invisible and then either possess or attack again. Creatures that they cannot possess they ignore completely or they flee to a better location.

Ability Score Loss (Su): Because of the supernatural cold that emits from their forms, shadowmelds drain 1d4 Constitution damage in addition to the normal damage with each successful attack. A Fortitude save (DC 15) negates this effect. A creature slain by having all its Constitution score drained comes back as a shadowmeld in 1d4 days. The new shadowmeld offers no allegiance to the shadowmeld that created it. This save is Charisma based.

Spell-like abilities (Sp): At will-Invisibility. This is cast as if the shadowmeld was a 6th level sorcerer.

Possession (Su): This is the shadowmeld's most powerful and feared ability. Any time a shadowmeld attacks a creature that is denied its dexterity bonus (if there is one) to armor class, the shadowmeld may enter and possess the creature. The victim is allowed a Will Save (DC 17) to avoid being possessed and mentally pushing the shadowmeld away. If the victim makes the save, the shadowmeld is considered stunned for one round. The creature that made its save is immune to the shadowmeld's possession ability for one day. However, if the creature fails the Will save, the shadowmeld takes complete control of him. The shadowmeld gains all the abilities and spells the victim had previously. The only way to make a shadowmeld leave the body it has possessed is to either cast Heal or Remove Curse. A shadowmeld that is forcefully removed from a creature is stunned for one round. This save is Charisma based. The save DC is increased by two because of the ability focus feat.

Immunities (Ex): The shadowmeld is immune to all cold based attacks and electricity, whether magical or mundane.

Incorporeal (Su): Can only be harmed by magical or greater weapons. Even if the attack is successful, there is a 50% chance the attack completely passess through the shadowmeld and causes no damage. Incorporeal creatures always move silently. Incorporeal creatures do not have strength scores.

Sunlight Vulnerability (Ex): Shadowmelds, being evil creatures of darkness, are completely vulnerable in direct sunlight. If a shadowmeld spends more than 1 round in sunlight (or in the area of a daylight spell), it is immediately destroyed.

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also works on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead can not be raised.

Shadowmelds serve no purpose in life. In the Plane of Shadow, they are considered the "wolves" of the area that constantly prey on travelers. Shadowmelds that exist on the material plane got there by possessing a victim while in the Plane of Shadow and transporting back to the material plane. Shadowmelds that exist on the material plane usually haunt dungeons and abandoned areas that are safe from light.

This creature has been play tested.
This is not a kender type creature.


Wander Home