Hi all,

I also found some time to make a Shadow World Creature Template. I`m not
content to use the Shadow Template from Manual of the Planes, because it has
flat CR +1. Instead, I want something to replace the Celestial/Fiendish
Template which has a CR modifier progression of -3 HD CR +0, 4-7 HD CR +1,
8+ HD CR +2. The reason for this is that I want Summon Monster to summon
creatures from the Shadow World. Also, what I don`t like about the Shadow
Template is that it leaves to many choices to the DM; what I want in a
template is to be able to apply it fast, easy, and consistently.

Again, comments, criticism and suggestions, please.


- the Falcon

"Shadow World" is an inherited template that can be added to any animal or
magical beast. Animals with this template become magical beasts, but
otherwise the creature type is unchanged. It uses all the base creature`s
statistics and special abilities except as noted here.
Speed: As base creature W 1 1/2.
Special Attacks: A Shadow World creature retains all the special attacks of
the base creature and also gains the following.
Sneak Attack (Ex): Anytime a Shadow World creature`s target is denied a
Dexterity bonus, or when a target is flanked by a Shadow World creature, the
Shadow World creature deals an additional 1d6 points of damage on a
successful melee attack. This damage stacks with sneak attack damage from
other sources.
Special Qualities: A Shadow World creature retains all the special
qualities of the base creature and also gains the following abilities:
* Darkvision with a range of 60 feet.
* Low-light vision.
* Cold resistance (see the table below).
* Damage reduction (see the table below).
* Spell resistance equal to double the creature`s HD (maximum 25).
Hit Dice Cold Resistance Damage Reduction
1-3 5 -
4-7 10 5/+1
8-11 15 5/+2
12+ 20 10/+3
If the base creature already has one or more of these special qualities, use
the better value.
Shadow Blend (Su): In any conditions other than full daylight, a shadow
creature can disappear into the shadows, giving it nine-tenths concealment.
Artificial illumination, even a light or continual flame spell, does not
negate this ability. However, a daylight spell will.
Abilities: Same as the base creature, but Intelligence is at least 3.
Climate/Terrain: Same as the base creature, but in the Shadow World.
Challenge Rating: Up to 3 HD: same as the base creature. 4 to 7 HD: same
as the base creature +1. 8+ HD: same as the base creature +2.

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