Hungering Shade

Revision as of 06:47, 7 April 2024 by Makiaka (talk | contribs) (Information filled in.)

[Back to creatures]


Weeping Hollows are desolate creatures created by magical rituals gone horribly wrong. Some casters, particularly arcanists and occultists, might attempt magic far more powerful than they can reliably control. One such ritual involves summoning a Shadow, which they can bond with to bolster their own powers and weaken those around them.

When summoning a Shadow goes amiss, an unfortunate summoner might draw forth a Hungering Shade instead. If a caster’s Hungering Shade consumes enough of its Essence, or if a caster successfully summons a Shadow but becomes separated from it, the caster can wither into a gaunt husk of what they once were. This decrepit puppet of a person is a Weeping Hollow.

Weeping Hollows and Hungering Shades that live in the same area for a prolonged amount of time spread a terrible contagion, causing other folk to wither in much the same way that the original caster did. These husk-folk, consigned to a mindless eternity shuffling about in search of food, are known as Shambling Grims.

Hungering Shade

Monster Level: 18
Medium. Abonimable, Undead, Eldritch (Occult)
STR DEX END AWR INT CHA
0 6 4 2 4 6
Ref: 16 Fort: 14 Ant: 12 Log: 14 Will: 16
Resist Arcane 5, Divine 5
Armor Rating 16 Vulnerable Primal 1, Psionic 1; DR 5/Radiant
Hit Points 170 Immune Occult
Speed 30 ft (Hover), Fly 30 ft Senses Darkvision 30 ft
Skills (DEX) Sneaking +10 Traits Iron Will, Steel Mind
Features
Devour Magic. The Shade is immune to spells that cost 10 or less SP to cast unless it willingly accepts. If a spell negated in this way deals damage, the Hungering shade instead heals 1d4 HP.

Oppressive Shadow. The Shade emits an aura in a 20 ft radius aura that dampens magical abilities around it. While in dim light or darkness, any living creature that casts magic within this aura must spend 1 additional SP when casting any spell, and spells that fail still consume SP. Shadow Strength. When the Shade starts its turn in dim light, it gains Regen 2. When it starts its turn in darkness, it gains Regen 5. Foul Contagion. When the Hungering Shade kills a humanoid, it rises 1d10 minutes later as a Shambling Grim that follows the Hungering Shade’s mental commands.

Actions

The Hungering Shade can take FIVE of the following actions, or take the same action five times.

Move. The Hungering Shade can move up to its speed.

Claw. Reach 5 ft, Natural Weapon. +6 vs AR. Hit: 9 (1d6+6) sharp.

OR the Hungering Shade can take TWO of the following actions, or take the same action twice...

Move. The Hungering Shade can move up to its speed.

Claw. The Hungering Shade can make a Claw attack.

...AND take ONE of the following actions.

Shadowy Needle. Ranged (90 ft), Natural Weapon. +6 vs AR. Hit: 11 (2d10) toxic and 11 (2d10) necrotic damage. The creature cannot regain HP until the start of the Hungering Shade’s next turn.

Possession. Reach 5 ft, Natural Weapon. +6 vs WILL. Hit: The Hungering Shade possesses the target. It becomes incorporeal and dwells inside the target. While possessing a target, the Hungering Shade can cast the Entice occult ritual on the target at will and it automatically hits. This possession ends when the Hungering Shade chooses, or once the host creature has 0 HP and 4 death points. The Exorcism ritual and similar effects can also end this possession.

Reactions
Contest Spell (1/Round). The Hungering Shade can innately cast the Contest Spell arcane spell, which counts as occult when cast in this way.