Sharner Kobold Sharner Kobold

 

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Shadow of Fear
  Medium Undead (Incorporeal)
Hit Dice: 30d12 (197 hp)
Initiative: +17 (+9 Dex, +8 Superior Initiative)
Speed: Fly 60 ft. (perfect)
AC: 43 (–1 size, +9 Dex, +10 deflection, +15 insight)
Base Attack/Grapple: +15/–
Attack: Incorporeal touch +23 (2d6 plus nightmare) melee
Full Attack: Incorporeal touch +23 (2d6 plus nightmare) melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, spell-like abilities
Special Qualities: Undead traits, incorporeal traits, turn resistance +6, fear aura, SR 33, DR 10/epic
Saves: Fort +12, Ref +19, Will +24
Abilities: Str –, Dex 29, Con –, Int 17, Wis 25, Cha 31
Skills: Diplomacy +43, Hide +42, Intimidate +43, Listen +40, Search +36, Sense Motive +40, Spot +40
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Epic Feats: Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative
Climate/Terrain: Any
Organization: Solitary or gang (2–5)
Challenge Rating: 21
Treasure: None
Alignment: Always lawful evil
Advancement: 31–45 HD (Large); 45–90 HD (Huge)

A shadow of fear looks like a human silhouette of shadows with glowing white eyes. The form semms to miss legs and arms but constantly build shadow tentacles.

A shadow of fear’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

  • Nightmare (Su): Living creatures taking damage from a shadow of fear’s incorporeal touch attack find themselves haunted with their worst nightmares; black flames cascade over their bodies, and they must succeed at a Fort save (DC 35) or permanently lose 2 points of Wisdom. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of 2 Wis points. The creature heals 10 points of Damage whenever it drains 2 points of Wisdom, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by nightmares, they reform as a ghost. The save DC is Charisma-based. This is a mind-affecting fear effect.
  • Create Spawn (Su): Any humanoid slain by a shadow of the fear becomes a ghost in 1d4 rounds. Ghosts are under the command of the shadow of fear that created them and remain enslaved until its death. They possess any of the abilities they had in life, and they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible.
  • Spell-Like Abilities: 3/day—crushing despair, deeper darkness, desecrate, fear, nightmare, symbol (death, fear, pain), weird. Caster level 20th; save DC 20 + spell level. The save DC is Charisma-based.
  • Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
  • Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
  • Fear Aura (Su): A 60-foot-radius spread fear aura surrounds a shadow of fear. All undead creatures in the area (including the shadow of fear) are treated as if having turn resistance +6 (if undead) and fast healing 10. Living Creatures in the fear aura must pass a will save (DC 30) or die, becoming a ghost under the command of the shadow of fear. Those that succesfully make their saves are still considered shaken if they have less level or hit die than the shadow of fear.

© André Himstedt