Shad characters possess the following racial traits: +2 Constitution, -2 Wisdom. Shad are durable, but lack a great deal of common sense.
Small humanoid: As small creatures, shad gain a +1 bonus to Armor Class and attack rolls, a +4 bonus on Hide checks, and a -4 penalty on grapple checks. Their lifting and carrying limits are ¾ those of Medium creatures. Shad are often native to the Elemental Plane of Earth, and have
the extraplanar subtype when not on their home plane.
Base speed is 30 feet. Darkvision up to 60 feet. +2 racial bonus on saving throws against poison and disease.
+4 dodge bonus against creatures with the Earth subtype.
Special Quality (see above): Contortion. Racial Skills: Shad have a +2 racial bonus on Craft (weaponsmithing) and Survival checks, as well as a +8 racial bonus on Escape Artist checks.
Automatic Languages: Planar Trade. Bonus Languages: Druidic, Dwarven, Shad Graffiti, Terran.
Note: Shad can only select druidic as a bonus language due to high intelligence; they cannot spend skill points to learn it even at 1st level. Shad
druids learn Druidic normally. Favored Class: Bard.
Level Adjustment +0
Credit: Converted from Planescape MonstrousCompendium 3 by PSCS 3E design team (v3.0);
updated to v3.5 by Igor Calija. • • • • • • • • • • •
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Large Undead (Extraplanar, Incorporeal)
Hit Dice: 14d12+56 (147 hp) Initiative: +4
Speed: Fly 40 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +7/-
Attack: Incorporeal touch +11 melee (2d6 plus 1d8 x 1.5 Str)
Full Attack: Incorporeal touch +11 melee (2d6 plus 1d8 x 1.5 Str)
Space/Reach: 10 ft./10 ft.
Special Attacks: Corrupting touch, create spawn, strength damage
Special Qualities: Darkvision 60 ft., resistance (cold 10), shadow blur, spell resistance 20, turn resistance +4, undead traits, unholy toughness Saves: Fort. +4, Ref. +8, Will +12
Abilities: Str -, Dex 19, Con -, Int 14, Wis 17, Cha 18 Skills: Hide +17, Listen +20, Search +19, Sense
Motive +20, Spot +20, Survival +20
Feats: Dodge, Empowered Ability Damage, Mobility, Spring Attack, Weapon Focus (incorporeal touch) Environment: Negative Energy Plane
Organization: Solitary or pack (2-8) Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil Advancement: 15-28 HD (Large) Level Adjustment: -
A large shadowy figure, armed with brutal claws, rises from the ground below.
Grand shadows, sometimes called true shadows, are extremely rare, arising from extreme concentrations of wrong and injustice. As such, they are often dedicated to vengeance, tracking down their enemies and other relations. Sometimes, greater shadows may drain enough strength to evolve into a true shadow.
Grand shadows can roam anywhere, although they tend to gravitate towards forgotten ruins and deep dun- geons. The Fortress of Regret in the Negative Energy Plane was said to be the lair of an abnormally large
number of grand shadows. Since they often grow out of some wrong or injustice, they sometimes serve the powerful enemies of their enemies. Those who sacri- fice countless innocent victims to prolong their own existence are often said to be the target of grand shad- ows. Shadows and greater shadows generally defer to them when grand shadows are around.
COMBAT
Grand shadows tend to hunt in packs. Confident in their superiority, they generally do not utilize the hit-and- run tactics of other shadows, unless truly necessary to overcome a foe.
Corrupting Touch (Su): Although a grand shadow is incorporeal, its claws deal 1d8 points of damage per hit.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a grand shadow becomes a shadow under its control within 1d4 rounds.
Incorporeal Traits: Cannot be harmed by nonmagical weapons, and has a 50% chance to ignore any damage from any corporeal source (including magical weapons), except for force effects or attacks made with ghost touch weapons. Can pass through solid objects, but not force effects, at will. Its natural attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. Always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Shadow Blur (Su): A grand shadow is constantly under the effects of a blur spell, providing 20% miss chance.
Strength Damage (Su): The touch of a true shadow deals 1d8 points of strength damage to a living foe. If reduced to Strength 0, the opponent dies.
Undead Traits: Immune to mind-affecting effects, poison, sleep effects, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), paralysis, stunning, disease, death effects, as well as to fatigue and exhaustion effects; not subject to critical hits, nonlethal damage, ability drain,
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or energy drain; negative energy heals it, and positive harms it. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Unholy Toughness (Ex): A grand shadow adds its Charisma bonus per HD to its total hit points.
Skills: A grand shadow has +2 racial bonus on hide checks in shadowy areas and -4 penalty in brightly lit areas.
Credit: Converted from Planescape: Torment(CRPG) by Ivan Chia.
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Shockers, also known as “vrrxlzk”, are creatures composed of electricity. On their home plane, they appear as amorphous balls of lightning. There are two kinds of shockers. Those that seek to explore other planes (via astral projection) are sojourners, while the rest are contented ones. The latter are usually the youngest or oldest, preferring to stay home rather than to explore the planes.
Shockers are inquisitive about creatures and envi- ronment of other planes. While they are peaceful crea- tures in their home plane, they sometimes test other species elsewhere by attacking or acting a strange, un- predictable manners.
They speak a buzzing dialect of Auran. A creature who understands Auran can make a DC 20 Intelligence check to understand their language. Many sojourners learn other languages as well, such as Prime Common and Planar Trade. Shockers seem to view time as a variable – something which literally speeds up or slows down. This make it difficult to converse with a shocker on matters concerning time.