With the coming out of the Eragon movie trailor
, thought I might make a go at something from the books.
(Btw, I've not used Tome of Magic before, so if the utterances aren't done right be sure to let me know)
Medium Outsider (augmented humanoid, native)
Hit Dice: 12d8+72 (126 hp)
Speed: 50 ft. (10 squares)
Armor Class: 23 (+7 dex, +2 leather armor, +4 natural), touch 17, flat-footed 16
Base Attack/Grapple: +15/+23
Attack: Cursed blade +24 melee (1d8+9/19-20x2)
Full Attack: Cursed blade +24/+19/+14 melee (1d8+9/19-20x2) or 2 slams (1d6+8 )
Space/Reach: 5 ft./5 ft.
Special Attacks: Cursed blade, piercing mind, utterances
Special Qualities: Damage reduction 5/magic, darkvision 120 ft., fleeing spirits, heart's blow, low-light vision, spell resistance 24
Saves: Fort +14, Ref +15, Will +13
Abilities: Str 26, Dex 24, Con 22, Int 16, Wis 16, Cha 17
Skills: Bluff +18, Diplomacy +11, Hide +22, Intimidate +18, Jump +23, Knowledge (arcana) +18, Move Silently +22, Ride +14, Search +18, Sense Motive +18, Spellcraft +18, Truespeak +18
Feats: Combat Casting, Combat Expertise, Combat Reflexes, Iron Will(B), Quick Draw, Power Attack
Environment: Any land or underground
Challenge Rating: 12
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +4
A shade appears much as its human host did before possession, though its hair gains the hue of fresh blood and the eyes glow red. As well, all the teeth extend and lengthen eerily. The host loses all excess body-weight, gaining a lean, athletic form. Though thin it possesses strength in excess of several strong men.
Shades were once sorcerers that command many types of spirits to achieve their biddings, some of which were wicked and evil. But sometimes, during summoning, the spirits that are called upon are stronger than the caller. When this happens, the mage relinquishes their control and the evil spirit takes command. Once the spirit has control of the person, it never leaves.
Shades speak Abyssal, Common, Draconic, Elven, and Infernal.
Shades are fond of setting ambushes for their victims, springing upon them unawares. They then have a tendency to toy with their victims, allowing them to realize their weakness and allowing hopelessness to set in before delivering the killing blow.
The shade's sword is a +1 longsword. On a critical hit the shade may channel a Curse as the spell upon his opponent.
Fleeing Spirits (Su):
A shade that would otherwise be destroyed instead disipates and returns to the Spirit World to regenerate. It returns to a specially arranged locale in 2d4 days. Spells or abilities that drive out possessing spirits automatically kill the host if the spirits are forced to flee.
Heart's Blow (Ex):
Those whom deal a verified critical hit with a piercing weapon may roll a second verification. If successful the shade is impaled through its heart and is permanently destroyed, releasing the possessing spirits which eat away at the body, leaving nothing behind. If the second verification fails treat the blow as a normal critical.
Piercing Mind (Su)
: Whenever a shade deals damage to a foe with a melee weapon the victim must succeed on a DC 19 will save or have his mind read as the Mind Probe
power. On a successful mind reading a shade gains a +4 insight bonus to AC for 1 round against the attack of an opponent he mentally invaded the previous round. The shade also gains a +2 insight bonus on attack and damage rolls against this opponent for 1 round. The save DC is Charisma-based.
A shade may speak utterances as a 12th level Truespeaker. The save DC's are Charisma-based.
Typical utterances known:
Lexicon of the Evolving Mind:
1st - Inertia Surge, Minor Word of Nurturing
2nd - Lesser Word of Nurturing, Strike of Might, Temporal Twist
3rd - Energy Negation, Greater Speed of the Zephyr, Moderate Word of Nurturing, Vision Sharpened
4th - Breath of Cleansing, Morale Boost, Spell Rebirth
Lexicon of the Crafted Tool:
1st - Keen Weapon
2nd - Analyze Item
3rd - Rebuild Item
Lexicon of the Perfected Map:
1st - Shockwave
2nd - Energy Vortex