|
Large Undead (Cold, Incorporeal) |
Hit Dice:
|
35d12 (227 hp) |
Initiative:
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+17 (+9 Dex, +8 Superior Initiative) |
Speed:
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Fly 60 ft. (perfect) |
AC:
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48 (-1 size, +9 Dex, +10 deflection, +20 insight) |
Base Attack/Grapple:
|
+17/- |
Attack:
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Incorporeal touch +25 (2d6 plus blightfire) melee |
Full Attack:
|
Incorporeal touch +25 (2d6 plus blightfire) melee |
Space/Reach:
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10 ft./10 ft. |
Special Attacks:
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Blightfire, create spawn, spell-like abilities |
Special Qualities:
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Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, SR 36, DR 10/epic |
Saves:
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Fort +13, Ref +20, Will +26 |
Abilities:
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Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31 |
Skills:
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Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45 |
Feats:
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Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack |
Epic Feats:
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Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative |
Climate/Terrain:
|
Any |
Organization:
|
Solitary or gang (2-5) |
Challenge Rating:
|
26 |
Treasure:
|
None |
Alignment:
|
Always lawful evil |
Advancement:
|
36-42 HD (Large); 43-70 HD (Huge) |
Blightfire (Su): Living creatures taking
Damage from a shadow of the void's incorporeal touch attack find themselves ignited with
blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of
Damage whenever it drains 6 points of Constitution, gaining any excess as
temporary hit points. These
temporary hit points last a maximum of 1 hour. If the opponent is slain by
blight-fire, only icy fragments of the victim remain, until they reform as a
winterwight. The save DC is Charisma-dased.
Create Spawn (Su): Any humanoid slain by a shadow of the void becomes a
winterwight in 1d4 rounds. Winterwights are under the
command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of
the abilities they had in life, though they do possess general
knowledge of the slain creature. This
knowledge is used for evil purposes, if possible.
Incorporeal Traits: Can be harmed only by other incorporeal creatures,
magic weapons, or magic, with a 50% chance to ignore any
Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through
armor. Always moves silently.
Undead Traits: Immune to
poison,
sleep, paralysis, stunning,
disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual
Damage, ability
Damage,
ability drain, or
energy drain. Negative energy heals. Not at risk of death from massive
Damage, but destroyed at 0
hit points or less.
Darkvision 60 ft. Cannot be raised;
resurrection works only if creature is willing.
Cold Subtype: Immunity to cold. Vulnerability to fire, (takes half again as much (+50%)
damage as normal from fire, regardless of whether a
saving throw is allowed, or if the save is a success or failure).
Cold Aura (Su): A 10-foot-radius spread
cold aura surrounds a shadow of the void. All creatures of the cold sub-type in the area (including the shadow of the void) are treated as if having
turn resistance +6 (if undead) and
fast healing 10. Creatures subject to cold
Damage take 2d10 points of cold
Damage each round they remain within the
cold aura.