Dragon, Shadow (Young Adult-base Dragon)
Dragon
Con 3, Dex 2, End 3, Str 3, Int 3, Will 4, Wis 2, Wits 2, Cha 1, Emp 1, Fai 0, Psy 3
Alertness 6, Discern 4, Healing 4, Leadership 6, Linguistics 9, Magic (Psionics) 10 <Necromancy Impact 12><Void Element 14>, Manipulation 5, Natural Sciences 8 <Biology 10>, Mechanical Aptitude 7 <Trapmaking 9>, Mental Health 10, Reflexes 5, Resilience 10, Weapon Group (Martial Arts) 6 <Natural Weapons 8>, Weapon Group (Ranged) 6 <Breath Weapon 9>
DT 91, Mana 30, Karma 3
Special Qualities:
Dragon Qualities (PR 2, Magic resistance 1, natural weapons (claw or bite) deal 16 DT)
Elemental Affinity (Void)
Iron Mind
Plane-Touched (Shades)
Cloud of Shadows: The shadow dragon's breath weapon is a cloud of shifting shadows that fills a 40 ft cube area. Anyone caught in the cloud must succeed at an opposed Resilience check versus the Dragon's breath weapon check or suffer 1 point of Constitution loss. The Cloud of Shadow lingers in the area for one round per century of the dragon's life, and then dissipates. Targets that remain in the cloud of shadow must make a new save each round or suffer additional constitution loss.
Targets with certain special abilities (such as items with the Evasion enchantment) can attempt a Reflexes save versus the breath weapon to avoid the area entirely, assuming the ability has sufficient range to allow the target to escape. Otherwise, targets can use a full round action to flee the affected area.
The Cloud of Shadows uses the dragon's body as a conduit to the Void, and as such takes a toll on the dragon as well. Using the breath weapon burns 4 mana and 1 DT from the dragon. It is, however, an effective way to soften up groups of opponents before combat, and shadow dragons won't hesitate to use it for the strategic advantage.
Innate Magic Ability: Shadow Step (Combat, Physical spell, Air/Void Elements, Movement/Temporus Impacts). This ability allows the shadow dragon to shift out of the time continuum for a split second into the Umbra, moving up to 15 ft in any direction. Because the spell moves the dragon outside of the normal flow of time, if the spell goes off successfully the dragon can immediately engage in a non-spellcasting activity in the same round. For example, a dragon that shadow steps while in combat can move behind an opponent and make a normal melee attack. The spell does not allow the dragon to move through solid objects. The destination point must be clear of obstructions, and is determined by the dragon. Shadow dragon's make ample use of this ability in combat, keeping opponents confused and flatfooted by moving around the battlefield.
Innate Magic: Void Pit (Combat, Physical spell, Void Element, Gate, Movement, Temporus Impact): Void Pit allows the Shadow dragon to open up an interdimensional pit up to a range of 20 ft. The pit has a ten-foot radius and remains for up to four rounds. Anyone in the area of the pit can attempt a Reflexes check to avoid falling in. Targets that fail the check fall into the opening. The "bottom" of the pit opens to a new location 30 ft in any direction, at the discretion of the dragon. A common tactic is for the dragon to have holding cells dug out directly beneath it's lair, and use the Void Pit to "drop" opponents into the holding cells. The area must be large enough for the target to fit. If there is no opening or area for the target to land, the pit opens to the nearest open space.
Tainted: Shadow dragons radiant unnatural energies. Normal animals will seek to avoid shadow dragons at all costs. Their presence is unnerving to humanoids as well. Humanoids with no ranks in Mental Health are jarred by the presence of such creatures, and suffer a -1 to all ability checks while within thirty feet of the dragon.
Description:
Shadow dragons are slightly smaller than other types of dragons, weighing about 7,000 lbs at maturity and gaining 2,000 lbs per century of life. Though they lack the martial prowess of other species, they make up for it with a combination of devastating innate abilities and potent spellcasting skill. Shadow dragons are among the most cunning of all dragons, and many adventurers have met their end in a shadow dragon's trap laden and undead filled lairs.
The origins of the shadow dragon are unclear. Some scholars claim the first shadow dragons were created by the Shades, who stole dragon eggs and took them into the Umbra. The corrupted hatchlings were the first shadow dragons. Regardless, it is clear the creatures are tainted by Shade energies. Their eyes consist of cloudy grey-white irises with no pupils. They have long, thin bodies covered in deep grey and black scales. They radiate an unnerving energy that makes it difficult to be near them.
While other dragons obsess over gathering treasure, shadow dragons obsess over gathering knowledge over the nature of life and death. They are predisposed to an interest in the art of necromancy. At best, its interest is academic, and the shadow dragon is content to use any adventurers foolish enough to enter its lair as test subjects for its experiments. At worst, its interest is the most terrible form of control, and the dragon seeks to create hordes of undead in order to impose its will on the surrounding region.
Shadow dragons make amply use of the Alter Form spell, often advancing it significantly to extend the duration. While in human form, they interact with their various agents to move forward their agendas. Shadow dragons rarely reveal their true form to such lackeys, preferring to keep their true depths of their power a secret until such time as it may be necessary for them to get their claws dirty. A shadow dragon in humanoid form has only 21 DT, and does not get the bonus strength damage from its normal weight. If forced into combat, a shadow dragon will drop its disguise and make short work out of its surprised foes.
Recommended Spell List: Alter Form, Arcane Blast, Animate Dead, Counterspell, Create Undead, Darkness, Death Bolt*, Death Glare*, Death Shroud, Detect Magic, Dispel Magic, Identify, Fear, Phantasm, Possession, Psychic Onslaught (Void), Shadow, Wraith Guardian
Death Bolt (20 points)
Combat Spell (Physical) 3 points
Fire/Void Element 10 points
Two Targets 1 point
20 ft range 3 points
Instant Cast 1 point
Opposed by Resilience
Destruction impact 1 point, Necromancy 1 pt
This spell releases a bolt of elemental energy toward the targets, dealing 10 points of Void damage to the target and healing the caster for 1 pt. The caster simply points a finger at the target, and the bolt is released. The bolt hits the target unerringly, however the target may make a Resilience check to resist the damage. If the caster has not sustained any damage, there is no additional healing benefit from Death Bolt. If the target succeeds at the Resilience check, there is no healing benefit to the caster.
Death Glare (20 pts)
Combat Spell (Psychic) 4 pts
Earth/Void Element 10 pts
One Target 1 pt
15 ft range 2 pts
Instant Cast 1 pt
Opposed by Mental Health
Necromancy 2 pt
Death glare allows the caster to destroy a victim from within, attacking the target at the core of his being without even laying a finger on him. To initiate the Death Glare, the caster must get the target's attention, usually by simply calling out to the target ("Paladin! Face me!"). Unless someone is familiar with the spell, most individuals instinctively look at whoever addresses them. A Target with at least two ranks in Discern can attempt an opposed check versus the caster's Manipulation to realize something is amiss and avoid direct eye contact.
Once the target makes eye contact with the caster, the caster makes his spell check versus the target's Mental Health. If successful, the caster stirs up the most horrific visions that reside deep in the target's psyche. These visions generally stir up the target's personal phobias and nightmares, magnifying them to such an extent that they do physical harm. Death Glare drains one point of Willpower from the target (thus reducing total DT and Mana as well.) Willpower can be restored normally with a Healing check.
Death Glare cannot be used multiple times on the same opponent during combat. The affect of the spell is akin to being exposed to a flash of bright light that produces spots before your eyes, except the "spots" are faint images of that which you fear most. The exact affect is different for each victim. Some victims might be confronted with their worst phobia (such as an arachnophobe seeing spiders). Others get flashbacks to real horrific events in their lives (such as the death of a loved one, coming across a terrible crime scene, etc).
Because the caster must make eye contact, this spell has no effect on blind targets. It also has no affect on constructs, undead, or creatures with an intellect score of zero. Also, since the caster needs to get the target's attention to make eye contact, if the caster is prevented from doing so (the target doesn't hear the caster address him, or the target is restrained or otherwise unable to acknowledge the caster) the spell fails.


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