Difference between revisions of "Shadow Monsters (spell)"

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Further, they have no consciousness, intelligence or physical form.  They're able to move at a speed of 8 hexes per round. Up to two of these creatures can occupy the same [[Combat Hex|combat hex]], and up to four may attack a single target each round.  They must remain within [[Line-of-sight|line-of-sight]] of the caster when [[Attacking in Combat|attacking]].
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Further, these monsters lack any sort of consciousness, intelligence, or physicality — though they can be struck.  They operate solely as extensions of the spellcaster's will.  They're somewhat swift, moving at a speed of 8 hexes per round.
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Up to two of these creatures can coexist within the same [[Combat Hex|combat hex]], and as many as four of them may engage a single target simultaneously in a given round.  They are constrained by the requirement to remain within the caster's [[Line-of-sight|line-of-sight]] when [[Attacking in Combat|attacking]] — though if separated, they'll wait in their own hexes without moving, exchanging blows with any creature that engages them in [[Melee|melee]].
  
 
== Advantages ==
 
== Advantages ==
Each shadow monsters has a [[THAC0]] equal to the spellcaster, with an additional +2 bonus [[Roll to Hit|to hit]].  When striking, they cause 2d4 damage.  However, if struck with even 1 [[Hit Points|hit point]] of [[Damage (hit points)|damage]], they disappear at once.  Even the damage done by a pummel is sufficient to extinguish their existence.
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Each shadow monsters has a [[THAC0]] equal to the spellcaster, with an additional +2 bonus [[Roll to Hit|to hit]].  When striking, they cause 2d4 damage.  However, if struck with even 1 [[Hit Points|hit point]] of [[Damage (hit points)|damage]], they disappear at once.  Even the damage done by a [[Pummelling|pummel]] is sufficient to extinguish their existence.
  
  
[[Category: Illusionary Spells]]
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[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 01:19, 18 April 2025

Shadow Monsters (spell).jpg

Shadow Monsters is a spell that allows the caster to conjure a host of shadow-like entities capable of launching attacks but lacking in defensive capabilities. They're swift, non-corporeal and perfectly able to cross water and move vertically over any surface, including walls or ceilings. They can pass through walls and doors at the caster's discretion.

Shadow Monsters
Range 10 ft. +5 ft. per level
Duration 1 round per level
Area of Effect 1 shadow monster per level
Casting Time 2 rounds
Saving Throw none
Level illusionist (4th)

Contents

Further, these monsters lack any sort of consciousness, intelligence, or physicality — though they can be struck. They operate solely as extensions of the spellcaster's will. They're somewhat swift, moving at a speed of 8 hexes per round.

Up to two of these creatures can coexist within the same combat hex, and as many as four of them may engage a single target simultaneously in a given round. They are constrained by the requirement to remain within the caster's line-of-sight when attacking — though if separated, they'll wait in their own hexes without moving, exchanging blows with any creature that engages them in melee.

Advantages

Each shadow monsters has a THAC0 equal to the spellcaster, with an additional +2 bonus to hit. When striking, they cause 2d4 damage. However, if struck with even 1 hit point of damage, they disappear at once. Even the damage done by a pummel is sufficient to extinguish their existence.