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Shadow Wolf: CR 2; Medium magical beast (augmented animal); HD
2d8+4; hp 13; Init +2; Spd 75 ft.; AC 14, touch 12, flat-footed 12; Base
Atk +1; Grp +2; Atk +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1,
bite); SA trip; SQ cold resistance 7, damage reduction 5/magic, darkvision
60 ft., low-light vision, scent, shadow blend; AL NE; SV Fort +5, Ref +5,
Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Hide +2, Listen +3, Move Silently +9, Spot +3,
Survival+1 (+5 tracking by scent); Track, Weapon Focus (bite).
Trip (Ex): A shadow wolf that hits with a bite attack can
attempt to trip the opponent (+1 check modifier) as a free action without
making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the shadow wolf.
Scent (Ex): The shadow wolf can detect approaching enemies,
sniff out hidden foes, and track by sense of smell.
Shadow Blend (Su): In any conditions other than full daylight, a
shadow wolf can disappear into the shadows, giving it total concealment.
Artificial illumination, even a light or continual flame
spell, does not negate this ability. A daylight spell, however,
will.
Skills: *Wolves have a +4 racial bonus on Survival checks
when tracking by scent.
Shadow Dire Bear: CR 8; Large magical beast (augmented animal); HD
12d8+51; hp 105; Init +1; Spd 60 ft.; AC 17, touch 10, flat-footed 16; Bast
Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee (2d4+10,
2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA improved
grab; SQ cold resistance 17, damage reduction 5/magic, darkvision 60 ft.,
fast healing 2, low-light vision, scent, shadow blend; AL NE; SV Fort +14,
Ref +11, Will +7; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide -3, Listen +9, Move Silently +7, Spot +9,
Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw).
Improved Grab (Ex): To use this ability, a shadow dire bear must hit
with a claw attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity.
Fast Healing (Ex): The shadow dire bear regains hit points at the
rate of 2/round. Fast healing does not restore hit points lost from
starvation, thirst, or suffocation, and it does not allow the shadow dire
bear to regrow or reattach lost body parts.
Scent (Ex): The shadow dire bear can detect approaching
enemies, sniff out hidden foes, and track by sense of smell.
Shadow Blend (Su): In any conditions other than full daylight, a
shadow dire bear can disappear into the shadows, giving it total
concealment. Artificial illumination, even a light or continual
flame spell, does not negate this ability. A daylight spell,
however, will.
Shadow Treant: CR 9; Huge magical beast (augmented plant); HD
7d8+35; hp 66; Init -1; Spd 45 ft.; AC 20, touch 7, flat-footed 20; Base
Atk +5; Grp +22; Atk +12 melee (2d6+9, slam); Full Atk +12 melee (2d6+9, 2
slams); Space/Reach 15 ft./15 ft.; SA animate trees, double damage
against objects, trample 2d6+13; SQ cold resistance 12, damage reduction
10/slashing, darkvision 60 ft., fast healing 2, low-light vision, plant
traits, shadow blend, vulnerability to fire; AL NE; SV Fort +10, Ref +1,
Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12.
Skills and Feats: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge
(nature) +8, Listen +8, Move Silently +5, Sense Motive +8, Spot +8,
Survival +8; Improved Sunder, Iron Will, Power Attack.
Animate Trees (Sp): A
shadow treant can animate trees within 180 feet at will, controlling up to
two trees at a time. It takes 1 full round for a normal tree to uproot
itself. Thereafter it moves at a speed of 10 feet and fights as a treant in
all respects. Animated trees lose their ability to move if the shadow
treant that animated them is incapacitated or moves out of range. The
ability is otherwise similar to liveoak (caster level 12th).
Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A shadow treant or animated tree that makes a full
attack against an object or structure deals double damage.
Trample (Ex): As a standard action during its turn each round, a
shadow treant can run over an opponent at least one size category smaller
than itself. The trample deals 2d6+13 points of bludgeoning damage. A
trampled opponent can attempt either an attack of opportunity at a -4 penalty
or a Reflex save (DC 22) for half damage.
Fast Healing (Ex): A shadow treant regains hit points at the rate of
2 hit points per round. Fast healing does not restore hit points lost from
starvation, thirst, or suffocation, and it does not allow the shadow treant
to regrow or reattach lost body parts.
Plant Traits: A shadow treant is immune to poison, sleep
effects, paralysis, stunning, and polymorphing, and mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects). It is not
subject to critical hits.
Shadow Blend (Su): In any conditions other than full daylight, a
shadow treant can disappear into the shadows, giving it total concealment.
Artificial illumination, even a light or continual flame
spell, does not negate this ability. A daylight spell, however,
will.
Vulnerability to Fire (Ex): A shadow treant takes half again as much damage as
normal (+50%) from fire.
Skills: *Treants have a +16 racial bonus on Hide checks
made in forested areas.
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