Darkweaver/pf: Difference between revisions

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reach = 5 ft. (10 ft. with tentacles) |
reach = 5 ft. (10 ft. with tentacles) |
bab = 9 |
bab = 9 |
cmdnotes = 40 vs. trip |
cmdnotes = 38 vs. trip |
satk = grab, shadow strands |
satk = grab, shadow strands |
spell1 =  |
spell1 =  |

Revision as of 01:51, 12 August 2013

Darkweaver
CR 6 (2400 XP)
Usually CE Medium aberration (Extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +15
Defense
AC 20, touch 18, flat-footed 16 (+4 Dex, +2 natural, +4 deflection)
hp 49 (9d8+9); fast healing 3
Fort +5, Ref +10, Will +9
Defensive Abilities all-around vision, shadowstuff armor
DR 5/magic
SR 16
Weaknesses sunlight vulnerability
Offense
Speed 20 ft., climb 20 ft.
Melee 4 tentacles +8 (1d4+1 plus grab) and bite +13 (1d6+3+1d6 Str)
Space 5 ft; Reach 5 ft. (10 ft. with tentacles)
Special Attacks grab, shadow strands
Spell-Like Abilities (CL 9th; concentration +12):
3/day—confusion (DC 17), sleep (DC 14), suggestion (DC 16)

When within shadow strands:
At will—invisibility, mirror image

1/day—shadow conjuration (DC 17), solid fog
Statistics

Str 17, Dex 18, Con 12, Int 15, Wis 16, Cha 17
Base Atk +9; CMB +12; CMD 26 (38 vs. trip)

Feats Alertness, Combat Reflexes, Improved Grab, Power Attack, Weapon Finesse
Skills Bluff +15, Climb +23, Perception +15, Sense Motive +15, Stealth +26, Survival +15; Racial Modifiers +8 Climb, +10 Stealth
Languages Abyssal, Common, Infernal; telepathy 60 ft.
SQ shadow jump, shadowstuff armor, tentacle regeneration
Ecology
Environment Lower Chaotic Planes or Plane of Shadow
Organization solitary
Treasure standard
Special Abilities

Shadow Strands (Su): Darkweavers are at their most dangerous within their webs, and it's rare for one to ever be found outside them. These webs act as a constant darkness effect within their range (usually spanning the full breadth of a darkweaver's territory); if dispelled by a light effect, all the listed effects of shadow strands are also dispelled within the radius of the light effect.

Any creature that enters this area can freely move toward the center of the strands (most often where the darkweaver awaits them), but any attempt to move in any other direction is resisted by the semisolid shadow strands. The center consists of a 10'-radius circle. A creature attempting to move in such a fashion must make a Strength check or an Escape Artist check; the creature can move away from the darkweaver 5 feet for each full 5 points by which the check result exceeds 10. If a creature is adjacent to the center (within 5 feet), it can move freely so long as it remains adjacent to the center. If a creature actually reaches the center, they must pass a DC 17 Fortitude check each round they remain within the center or be paralyzed for that round. A creature protected by a freedom of movement spell is immune to the constraining effects of the shadow strands.

The darkweaver can move about as it wishes within its own shadow strands. Further, when within its own shadow strands, the darkweaver can use additional spell-like abilities as described above. Creatures within the strands do not need to guess in which direction the center lies; it becomes immediately obvious when they try to move away and the shadow strands snarl and twist to block all other routes. When a creature without freedom of movement attempts to move against the strands, the darkweaver is immediately aware of its location even if it cannot see the creature due to invisibility.

Darkweavers are immune to other darkweavers’ shadow strands and can see through them.

Shadow Jump (Su): A darkweaver can travel between shadows as if by means of a dimension door. The limitation is that the magical transport must begin and end in an area with at least some shadow. The darkweaver can shadow jump up to a total of 320 feet per day; this amount can be split up among many jumps in 10-foot increments. Thus, a darkweaver that shadow jumps 35 feet would use up 40 feet of its shadow jump limit for the day. A darkweaver in its shadow strands always has enough shadow to jump from unless a light source as bright as a daylight spell is brought within 5 feet of it.

Shadowstuff Armor (Su): A darkweaver is shrouded in a semisolid armor of shadowstuff that grants it a +4 deflection bonus to Armor Class and a +10 circumstance bonus on Stealth checks (included in the statistics above). The shadowstuff armor does not provide concealment, nor does it provide the requisite shadows to make a shadow jump. This armor disappears in an antimagic field or a light effect, but it returns as soon as the darkweaver is out of the field or effect.

Sunlight Vulnerability (Ex): When exposed to sunlight or to light equivalent to a daylight spell, a darkweaver takes a -2 morale penalty on all attacks, saves, checks, and damage rolls. In addition, it does not regain hit points from its fast healing ability. A darkweaver’s shadow strands provide the creature with total concealment from light that is outside the shadow strands’ area.

Tentacle Regeneration (Ex): Foes can attack a darkweaver’s tentacles, but only when those appendages are actually holding an opponent. A tentacle has an AC of 27 (touch 19) and can withstand 20 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day.

References

  • Fiend Folio (3e), pp.39-41
  • Planescape Monstrous Compendium Appendix II, pp.20-21