Darkfire CreatureIn the depths of the Shadow Plane, a secret cabal of evil mages had discovered the means of creating darkfire creatures. These beings were tempered by a magically lightless fire, and grew strong and powerful. But the cabal was overrun by these creations, and the beings left for their own paths. Many have come to the call of shadow magic on the Material Plane.
Creating A Darkfire Creature"Darkfire" is an inherited template that can be added to any aberration, animal, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin (hereafter referred to as the base creature) that does not already have the extraplanar subtype. A darkfire creature has all the base creature's charicteristics except as noted here.
Hit Dice: As base creature Size: The creature gains the extraplanar subtype. Due to increased Int, vermin and animals become magical beasts. Otherwise, as the base creature. Initiative: As base creature Speed: As base creature x1 1/2 AC: The base creature's natural armor increases by +4. Attacks: As base creature Damage: As base creature Face: As base creature Special Attacks: A darkfire creature retains all of the special attacks of the base creature and gains the following:
Breath Weapon (Su): Thrice per day, a darkfire creature can breathe a 60ft. cone of darkfire, a magical flame-like energy. All creatures in the area take 3d6 damage, half cold and half fire. A Reflex save (DC 10 + darkfire creature's Con modifier + 1/2 darkfire creature's HD)
Rebuke Shadows (Su): Darkfire creatures can rebuke creatures from the Plane of Shadow as clerics equal to their HD.
Strength Drain (Su): The touch of a darkfire creature is debilitating and painful. The creature deals 1d4 points of permanent Strength drain (or 2d4 on a critical hit). Whenever it drains Strength, the darkfire creature heals 5 hit points. It gains any excess as temporary hit points, which last up to an hour. A creature reduced to 0 Strength begins taking Constitution damage instead. Special Qualities: A darkfire creature retains all of the special qualities of the base creature and gains the following:
Cold and Fire Resistance 30, evasion (or, if it already has evasion, improved evasion) and Fast Healing 4 if neither in bright light nor complete darkness.
Vulnerable to Light (Ex): While in direct sunlight or in the area of a daylight spell, darkfire creatures are totally powerless and take 1d4 damage each round they remain in the light. Saves: As base creature Abilities: Dex +4, Int +4, Cha +4 Skills: As base creature Feats: As base creature
Climate: Any land/underground (Plane of Shadow) Orgranisation: As base creature CR: +5
Effective Character Level: +8 Treasure: As base creature Alignment: Often neutral Advancement: As base creature
Notes:
Author: Aether Paladin (Daniel Kinley) |