Difference between revisions of "Shadow Monsters (spell)"

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'''Shadow Monsters''' allows the creation of formless, shadow-like creatures able to attack but unable to defend. Each creature has but 1 hit point; but when attacking, these creatures fight as 3 HD monsters and cause 2d4 damage per hit. They are able to move four hexes per round in addition to attacking that round (6 AP total). Since they are non-corporeal, they may freely move over water, vertically or through walls/doors if wished. Note, however, that if a shadow monster cannot be seen by the spellcaster, it will fight with a -4 to hit penalty.
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[[File:Shadow Monsters (spell).jpg|right|490px|thumb]]
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'''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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Shadow Monsters
 
| name = Shadow Monsters
| range = 10 ft. +5 ft. per level
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| range = 10 ft. +5 ft. per [[Experience Level|level]]
| duration = 1 round per level
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| duration = 1 [[Combat Round|round]] per level
 
| area of effect = 1 shadow monster per level
 
| area of effect = 1 shadow monster per level
 
| casting time = 2 [[Combat Round|rounds]]
 
| casting time = 2 [[Combat Round|rounds]]
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| level = [[Illusionist 4th Level Spells|illusionist (4th)]]
 
| level = [[Illusionist 4th Level Spells|illusionist (4th)]]
 
}}
 
}}
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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.
  
The spellcaster cannot 'see' through the shadow monsters' eyes; but they will act aggressively if out of sight, attacking whatever they can reach without discrimination. Shadow monsters have no souls, no intelligence and no physical form, so they are unaffected by [[Sleep (spell)|sleep]], [[Charm|charm]], [[Fear (spell)|fear]], [[Blindness (condition)|blindness]] or other similar spells/attacks. If actually struck physically, however, even by a [[Pummelling|fist]] - or by a spell that cause a physical effect, such as a [[Fireball (spell)|fireball]] or [[Lightning Bolt (spell)|lightning bolt]] - they will vanish. Shadow monsters do not receive a saving throw against such attacks.
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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]].
  
[[Category: Illusionary Spells]]
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== Advantages ==
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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 pummel is sufficient to extinguish their existence.
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[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 01:37, 29 October 2023

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.