Shadowkin (3.5e Template)

Shadowkin

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[[3e Summary::Shadowkin creatures have cultivated a strong communion with the plane of shadow.]] Some even live out their entire lives within this dark, colorless world, enjoying its dark comforts and the concealment that its gloom grants. Shadowkin creatures look a lot like their ordinary counterparts, although their silhouettes appear slightly sharper, and bathed in a lingering essence akin to smoky shadow. It is from this property that they derive their unusual furtiveness.

Creating a Shadowkin

Shadowkin is an inherited template and can be added to mostly any living creature originating from the prime material. This includes any living creatures except for dragons, elementals, and outsiders, even if the latter are native.

Size and Type

Base creature's type changes to Outsider (Native). Do not recalculate base attack bonus, base save bonuses or skill points.

Speed

Base creature's land speed increases by 10 feet.

Special Attacks

A shadowkin creature retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ shadowkin creature’s HD + shadowkin creature’s Charisma modifier unless noted otherwise.

Shadow Walk (Sp): A shadowkin creature can move between the material plane and the plane of shadow like the spell shadow walk twice per day. A shadowkin creature's shadow walk has less limitations than the actual spell, however. Shadowkin creatures are perfectly able to judge position relative to the material plane and the plane of shadow whilst traveling the borders of either plane, and can furthermore pinpoint the exact spot where they wish to re-emerge on the prime material. A shadowkin creature can move twice as fast with the help of shadow walk as a normal creature (up to 100 miles per hour). Likewise, a shadowkin creature can use his shadow walk ability to enter or exit the plane of shadow itself, like the spell plane shift, which takes 1d4×10 minutes. Due to the shadowkin creature's familiarity with shadow, it may initiate a shadow walk in any location unless it resides in direct bright sunlight or within the effect radius of a daylight spell.

Spell-Like Abilities: A shadowkin with an Intelligence or Wisdom score of 8 or higher has several spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.

Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

HDAbilities
1–2Darkness 2/day
3–4Mirror image 2/day
5–6Deeper darkness, displacement
7–8Shadow conjuration 2/day
9–10Shadow evocation 2/day
11–12Shadow walk1 2/day
13–14Greater shadow conjuration 2/day
15–16Greater shadow evocation 2/day
17–18Simulacrum
19–20Shades 2/day
  1. Functions like the shadow walk ability listed above,
    granting the shadowkin the ability to use it a total
    of 4 times per day.

Special Qualities

A shadowkin creature retains all the special qualities of the base creature and gains those described below.

Darkvision (Ex): A shadowkin creature gains darkvision out to 60 ft.

Light Sensitivity (Ex): Shadowkin creatures suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Furthermore, whenever taking damage from a spell with the Light descriptor, a shadowkin creature becomes dazed for 1 round.

Obfuscation (Ex): A shadowkin creature has natural concealment equal to 5% plus an additional 5% for every 4 HD it possesses, up to a maximum of 30%. Obfuscation does not function in areas of bright illumination or in the area of a daylight spell.

Abilities

If base creature is mindless or has an Intelligence score of 2 or less, increase Intelligence to 3. Otherwise, there is no change.

Skills

A shadowkin creature has a +4 racial bonus to Hide checks. If in an area of low-light or darkness, that bonus increases by an additional +10. In such areas, the shadowkin creature may also hide in plain sight.

Environment

The plane of shadow.

Organization

Typically small, insular civilizations or groupings natural to the base creature's forms of congregation.

Challenge Rating

HD 2 or less, as base creature. HD 3 to 5, as base creature +1. HD 6 or over, as base creature +2.

Alignment

Any.

Level Adjustment

+2.

Shadowkin Doppelganger

Size/Type: Medium Outsider (Native, Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, spell-like abilities, shadow walk
Special Qualities: Change shape, darkvision 60 ft., evasion, immunity to sleep and charm effects, light sensitivity, obfuscation 10%
Saves: Fort +7, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Hide +5*, Intimidate +3, Listen +6, Sense Motive +6, Spot +6
Feats: Dodge, Great Fortitude
Environment: Any
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +6


Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance. Due to prolonged exposure to the plane of shadow, it has gained the shadowkin template.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

It is natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.

Combat

When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Light Sensitivity (Ex): Shadowkin doppelgangers suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Furthermore, whenever taking damage from a spell with the Light descriptor, a shadowkin doppelganger becomes dazed for 1 round.

Obfuscation (Ex): A shadowkin doppelganger has 10% natural concealment. Obfuscation does not function in bright sunlight or in the area of a daylight spell.

Spell-Like Abilities: darkness 3/day;

Shadow Walk (Su): A shadowkin doppelganger can move between the material plane and the plane of shadow like the spell shadow walk twice per day. A shadowkin doppelganger's shadow walk has less limitations than the actual spell, however. Shadowkin doppelgangers are perfectly able to judge position relative to the material plane and the plane of shadow whilst traveling the borders of either plane, and can furthermore pinpoint the exact spot where they wish to re-emerge on the prime material. A shadowkin doppelganger can move twice as fast with the help of shadow walk as a normal creature (up to 100 miles per hour). Likewise, a shadowkin doppelganger can use his shadow walk ability to enter the plane of shadow itself, like the spell plane shift, which takes 1d4×10 minutes. Due to the shadowkin doppelganger's familiarity with shadow, it may initiate a shadow walk in any location unless it resides in direct bright sunlight or within the effect radius of a daylight spell.

Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a shadowkin doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. When in low light or darkness, a shadowkin doppelganger gains a +10 circumstance bonus on Hide checks and can hide in plain sight.



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