Shade by Peregrine
Medium-size Aberration (Air)
Hit Dice: 18d8+54 (135 hp)
Initiative: +1 (+1 Dex)
Speed: fly 90 ft.,(perfect)
AC: 20 (+1 Dex, +9 natural)
Attacks: 3 shriek +14 ranged, 8 sting +10 melee, leech +10 melee
Damage: Shriek 22+2, sting 14+1, leech 380+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ability score loss, energy drain, fear, frightful presence
Special Qualities: Incorporeal, plane shift, protective aura, spell resistance
Saves: Fort +9, Ref +9, Will +14
Abilities: Str 14, Dex 12, Con 16, Int 19, Wis 17, Cha 6
Skills: Concentration +13, Disguise +13, Hide +11, Listen +10, Move Silently +16, Scry +11, Search +9, Spot +10
Feats: Alertness,Deflect Arrows,Empower Spell,Endurance,Lightning Reflexes,Silent Spell,Stunning Fist

Environment: Cold,Temperate land
Organization: Solitary, Shadow (2-5), Gloom (5-20), or Darkness (20-40)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 19-36 HD (Medium-size); 37-54 HD (Large)


A shimmering bluish-grey aberration of human size, almost invisible. Its evil nature is apparent to even the least peceptive. It seeks ultimately the souls of humans and humanoids to feed on.

Shades are hard to describe. They appear like a heat-haze, bocming more visible when the eye ajusts as a blue-grey nearly human shape. They are as tangiable as smoke most of the time, and only if they have selected a soul to leech will they become vulnerable to some conventional weapons. Even then bladed, piercing, spiked and ranged weapons are completely ineffective. Fire magics and spells such as magic missiles or acid arrows are equally useless.

,Shades are hard to describe. They appear like a heat-haze, bocming more visible when the eye ajusts as a blue-grey nearly human shape. They are as tangiable as smoke most of the time, and only if they have selected a soul to leech will they become vulnerable to some conventional weapons. Even then bladed, piercing, spiked and ranged weapons are completely ineffective. Fire magics and spells such as magic missiles or acid arrows are equally useless.

Combat
The Shade has three main attacks - sting, shriek and leech. It can only sting one creature per day, delivering from its 'hand' something like an electric shock. This will kill the weakest and send the rest into a deep coma. Only the strongest or those with great willpower wake up from this, but will never be the same afterwards. Shades use the shriek against massed enemies. It is a high-pitched screech, almost out of hearing range, that can knock out a whole battallion. How long the victims remain unconscious depends on the constitution of the individual, but it averages 10 minutes. All will be left with a terrible migrane for the rest of the day. The Shade's final and most feared weapon is the leech. It extends its 'hands' round the intended victim's head in an inescapable grasp and draws out their soul and life energy through their eyes. Victims are found later, rooted to the spot and lifeless save a faint pulse. Their eyesockets are completely empty, as are their minds.

Aberrations have darkvision with a range of 60 feet. Ability Score Loss, Energy Drain, Fear, Frightful Presence, Incorporeal, Plane Shift, Protective Aura Spell Resistance

Society
Little is known about Shade society. They are mostly solitary but occasionally converge into a Shadow, Gloom or even a Darkness and leech en-masse. It is not known why these gatherings occur, but it may be to do with ritual reproduction, as Shades 'reproduce' by leeching.

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

 



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