Shadowlord (3.5e Monster)
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|Size/Type:||Huge Outsider (Extraplanar, Evil)|
|Hit Dice:||20d8+260 (350 hp)|
|Speed:||50 ft, fly 50 ft (good)|
|Armor Class:||32 (+4 dex, +7 natural, +13 profane, -2 size), touch 25, flat-footed 28|
|Attack:||+5 Dark Greatsword +37 melee (4d6+26, 19-20/x2) or Slam +32 melee (3d6+14, 20/x2)|
|Full Attack:||+5 Dark Greatsword +37 melee (4d6+26, 19-20/x2) or Two Slams +32 melee (3d6+14, 20/x2)|
|Space/Reach:||15 ft/15 ft|
|Special Attacks:||Dark Creation, Shadow Perinarch, SLAs, Summon Warped Memory, Twist Shadows|
|Special Qualities:||Aura of Memory Warp, Darkvision 60 ft, DR 10/good and magic, Immunities, Planar Field, Regeneration 10, Resist Cold 20, Spell Denial 26, Unreality, Vulnerability to Light|
|Saves:||Fort +27, Ref +16, Will +20|
|Abilities:||Str 38, Dex 18, Con 36, Int 23, Wis 27, Cha 31|
|Skills:||Balance +27, Bluff +36, Concentration +39, Craft All +29, Hide +19, Intimidate +41, Knowledge Engineering +29, Knowledge Local +29, Listen +31, Move Silently +27, Sense Motive +31, Sleight of Hand +27, Spellcraft +29, Spot +31|
|Feats:||Universal Expert (craft)B, Improved Combat TrickB, Whirlwind AttackB, Combat Reflexes, Great Fortitude, Power Attack, Improved Initiative, Why Won't You Die, Quicken Spell-Like Ability (Shadow Conjuration), Quicken Spell-Like Ability (Shadow Evocation)|
|Environment:||Plane of Shadow|
|Alignment:||Always Neutral Evil|
|Advancement:||By character class|
From the umbral darkness a humanoid titan pulls itself free of the cloying smoke, its edges hazy and indistinct. Its face is an empty void, a gaping hole flanked by powerful bull horns and its back is cloaked in black corvian feathered wings. The darkness around it whispers to you, calling your name to come into the dark.
Said to be the result of powerful fiends being consumed by the deepest parts of the plane of shadow, the shadow plane's warping nature shifts these former fiends into something else but no less terrifying. Shaped like giant black humanoid giants, their faces are an empty cracked void which seems to sink endlessly and impossibly deep through its head. A cold wind blows through it, and its body is in a eternal state of disintegrating into oily black smoke.
Shadowlords have an almost deific control over the plane of shadow and a love of copying the reality of the world above into a dark twisted reflection. Those who enter the shadowlord's realm have their worst fears dragged up from the darkness and made real.
Shadowlords stand at 20 ft tall and weigh an indeterminate amount. They speak Abyssal, Common, Infernal, and Necril.
Shadowlords are incredibly powerful, equipped with dangerous spells and powerful melee attacks. However, many begin the fight through beguile, trickery, and confusion. They often set up a stage of their own, populate it with illusions and shadow copies, and wear down their opponent before revealing themselves and making the final blow. In fact, if its opponent is unaware, it often takes gaseous form to observe its targets as a thick and cloying smoke.
Aura of Memory Warp (Su): All creatures within 100 ft of the shadowlord must make a Will save (DC 30) or have their memories tapped into and warped. The shadowlord benefits from the effects of detect thoughts on affected creatures. Afflicted creatures become vulnerable to the effects of summon warped memory. A successful save renders the creature immune for 24 hours, and the saving throw is Charisma based. This is a mind-affecting effect.
Dark Creation (Su): As a standard action the shadowlord can recreate the effects of major creation. If used to make a shield, weapon, or armor, the item receives a +5 enhancement bonus upon it for free. All items created by this ability appear smoky and unreal. They may have up to 5 instances of dark creation at once, any further instances dismisses a previous creation.
Immunities (Ex): The shadowlord is immune to ability damage, ability drain, blindness, charm, compulsion, deafness, death effects, energy drain, fear, paralysis, and polymorphing. They are also immune to negative energy.
Planar Field (Su): Even when not on the shadow plane, the shadowlord brings some of the darkness with them. The light in a 100 ft radius from the shadowlord is reduced to total darkness. Magical light sources are suppressed, limited to 5 ft of illumination no matter how bright. The Enhanced magic and Impeded magic of the plane of shadow are in effect in the area. However, the field does not count towards actually being on the plane of shadow for the purpose of shadow perinarch.
Regeneration (Ex): The shadowlord's regeneration is bypassed by good and light based damage.
Shadow Perinarch (Ex): As a free action once per round while on the plane of shadow, the shadowlord can make the effect of mirage arcana, except the changes are real and provide no saving throw to disbelieve. However, creatures get a Reflex save DC 20 against any sudden terrain changes which would put them in harms way or move them. On a successful save, they are moved to the nearest valid safe point. With this ability the shadowlord has effectively perfect and endless control over its surroundings.
Spell Denial (Su): Spell denial functions similar to spell resistance. However, on a failed spell denial check the spell still goes through at a reduced rate, being only 10 + 10% real per spell level as if it were a [Shadow] spell whose Will save was successfully saved against (maximum 100% at 9th level and beyond). For example, a 3rd level fireball which did not pass spell denial would only deal 40% damage, and a temporal stasis spell would have a 90% of working.
Spell-Like Abilities (Sp): At will-deeper darkness, disguise self (DC 21), greater gaseous form, magic aura, major image (DC 23), misdirection (DC 22), shadow walk (DC 26), ventriloquism (DC 21); 4/day-mirror image, persistent invisibility, phantom palm (DC 21), shadow conjuration (DC 24), shadow evocation (DC 25), veil (DC 26); 2/day-confusion (DC 24), greater prying eyes, mind fog (DC 25), greater dispel magic, greater shadow conjuration (DC 27), greater shadow evocation (DC 28), paranoia haunt (3rd level, DC 21), phantasmal killer (DC 24), phantom trap, possessed hand (3rd level, DC 21), programmed image (DC 26); 1/day-baleful polymorph (DC 25), call from afar (DC 25), came back wrong (DC 27), howl of the shadow wilds (DC 27), hunger of the deep (DC 26), liefeld's curse (DC 25), nightmare (DC 25), permanent image (DC 26), project image (DC 27), shades (DC 29). Caster level 20th. The saving throws are Charisma based.
Summon Warped Memory (Su): As a standard action, the shadowlord can drag up deep memories of friends, family, and other figures in those afflicted by its aura and produce twisted shadow copies of the target. They can effectively summon any creature, even unique creatures, up to their CR -4. They appear to be the copied creature and behave and act like how the victim of the aura imagines them to be, yet their personality is warped, twisted, and always neutral evil. The shadowlord uses these copies to beguile targets and trick them, or as powerful summons in combat. Anyone with a personal connection to the warped copy takes a -2 morale penalty on attack, damage, and spell DCs against the copy as the appearance is unnerving.
The shadowlord can only have a single warped copy in existence at one time, and they vanish after 24 hours on their own, if dismissed as a standard action, or if slain. Any items the copy carries are but shadows which vanish with them.
Twist Shadows (Su): With a standard action the shadowlord can assume direct control of an ongoing [Shadow] effect by making an opposed caster level check against the caster level of the effect + 1d20. On a successful opposed check, they take control of the effect and may issue any commands or dismiss the [Shadow] effect as if they were the caster. In addition if they ready an action, they can use this ability to counterspell any [Shadow] effect with a successful opposed caster level check.
Unreality (Ex): The shadowlord is partly unreal itself. It has a 20% miss chance against all effects (including magic), except against [Light] effects and light damage, and [Shadow] effects.
Vulnerability to Light (Ex): The shadowlord takes an additional +50% damage from light effects. If a [Light] effect is reduced by spell denial, but deals damage add +50% to its effect. For example, searing light (normally 40% real) now deals 90% damage, while sunburst (90%) now deals 140% damage.