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FiRESHADOW Huge Undead (Chaos, Evil, Extraplanar) it Dice: 13d12 (84 hp) 1 ti Speed: 20 fi. (4 squares) Armor Class: 20 {~2 size, -1 Dex, +9 natural, +4 deflection}, touch 11, flat-footed 20 Base Attack/ Grapple: +6/+19 Attack: Claw +9 melee (24445 and 1d6 fire) or ay of oblivion +3 ranged touch (1346) Full Attack: 2 claws +9 melee (2d4+5 and Id6 fre) and bite +4 melee (2d6+3 and 1d6 fire); or ay of oblivion +3 ranged touch (13d6} Space/Reach: 15 t./15 ft. Special Attacks: Create spawn, fiery aura, green flame, ray of ablivion, Special Qualities: Aversion to sunlight, dark- rion 60 ft, IR 10/magic bludgeoning, undead type, vulnerabilities, spell resistance 21 Saves: Fort +4, Ref +3, Will +11 Abilities: Str 21, Dex 9, Con Cha 18 Skills: Climb +15, Concentration +15, Hide +9, intimidate +14, Jump +15, Listen +13, Mave Silently +9, Search +13, Sense Motive +13, Spell- craft +14, Spot +13 Feats: Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack . Int 17, Wis 16, Environme: iny land or underground Or ion: Solit Challenge Rating: 10 ‘Treasure: None Alignment: Always chaotic evil Advancement: 14-19 HD (Huge); 20-39 HI (Gargantuan) Create Spawn (Su): Any living creature reduced to Constitution 0 by the green flame ofa fireshadow be- comes a fireshadow within 1d4 rounds. The new fire- shadow is under the com- mand of the fireshadow that created it and remains en- slaved until its master's de- struction. The spawn loses all the special abilities and skills it had in life, and has a number of HD equal to its former HD. The master fireshadow may choose, asa standard action, to absorb the spawn, curing 2d10 points of damage in the process Fireshadows are wraithlike denizens of the Abyss, wreathed in cold green flame. They are sometimes summoned by evil cleries through the use of greater planar ally ar one of several unholy artifacts. Fireshadows take on whatever form their master specifies, but they are always 30 feet tall and surrounded by green fire. They are unable to speak or communicate except through telepathy, and then only with the individual who sum- moned them. are destructive and cunning oppo- nents. Depending on the form they have taken, they may strike with claws and bite, or with a single slam attack. The attacks given in the stats above are typical of ¢ humanoid-shaped fireshadow Fiery Aura (Su): Anyone within 10 feet of the fire- shadow must succeed at a DC 16 Fort save or take 1d6 points of fire damage from the creature's green flames. The fireshadow's melee attacks all automati- cally deal 16 fire damage if they hit. Green Flame (Su): Any living being who takes fire damage from a fireshadow’s successful melee attack begins to transform into green flame. The flame deals 1d6 points of tem- porary Constitution damage every round as the victim's flesh is slowly consumed. Holy water applied to the victim, or any cure spell cast upon the victim, halts the spread of the green flame, as does sunlight. Ray of Oblivion (Sp): Once every 1d4 rounds, a fireshadow ean project an invisible ray that deals 13d6 points of damage (DC 16 Fort save for half). This is a ranged touch attack. Anyone who is reduced ta 10 hp from this attack is instantly disintegrated, as per the diszzte- grate spell. Aversion to Sunlight (Ex): Fireshadows are greatly weakened in natural sunlight (not merely a daylight spell) and avoid it, A fireshadow exposed to natural sunlight is affected as if by a slow spell In addition, the fireshadow takes 246 damage per round of expo- sure to sunlight. Vulnerabilities: Fireshadows are subject to damage from holy water. They suffer double damage from weap- ons with the disruption quality.

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