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Phantom; Shade

by Jamie Baty

RC 199
Medium Undead (Incorporeal)
Hit Dice: 11d12 (71 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armour Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Dagger +11 melee (1d4)
Full Attack: Dagger +11/+6/+1 melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death threat, fear aura, pounces
Special Qualities: Darkvision 60ft., manifestation, turn resistance, undead traits
Saves: Fort +3, Ref +8, Will +8
Abilities: Str -, Dex 21, Con -, Int 10, Wis 13, Cha 20
Skills: Balance +9, Concentration +5, Hide +18, Intimidate +13, Jump +10, Listen +9, Move Silently +7, Spot +9
Feats: Improved Initiative, Stealthy, Weapon Finesse, Weapon Focus (Dagger)
Environment: Any indoor or underground
Organisation: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: -

A dark, semi-transparent humanoid shape leaps from the darkness at you...

A shade is part of the family of phantoms. It looks much like an apparition, but relies on ambushes and surprise. Although they avoid sunlight, it does not harm them.

Combat
A shade will always attempt to surprise its foes, often by passing through walls to start attacking. It will seek to flee if the battle goes poorly.

Death Threat (Su): At the beginning of each encounter, the first character the shade attacks must make a fortitude save vs DC20 or die immediately in horror. If the save is successful, the target is shaken for 1d4+1 rounds.

Fear Aura (Su): Any creature that comes within sight of the shade (120ft radius) must make a will save vs DC 20 (Cha based). If successful, the victim is shaken for 1d4 rounds. If failed, the victim is panicked for the next 2d4+1 rounds and will not return to the shade's location for the next 24 hours.

Pounce (Ex): When a shade makes a charge, it can follow with a full attack.

Manifestation (Su): A shade dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a shade manifests, it partly enters the Material Plane and becomes incorporeal on the Material Plane. A manifested shade can pass through solid objects at will. A manifested shade remains partially on the Ethereal Plane, where is it not incorporeal. A manifested shade can be attacked by opponents on either the Material Plane or the Ethereal Plane. The shade's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane (it is not considered incorporeal on the Ethereal Plane).
A shade has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Turn Resistance (Ex): A shade may make a Will save vs any successful attempt to turn it. The save DC is equal to the cleric's turning check. If the save is successful, not only is the shade unaffected but the turn is reflected back at the cleric, who must make a will save vs DC20 (Cha based) or be paralysed with fear for 2d6 rounds.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better 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 armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.