Shadow
Three levels:
Level | Type | Effective CR | Recommended numbers |
---|---|---|---|
Shadow-touched |
Minion |
+9 |
3 is a decent fight, 6 is a bit tough, 10 is trouble |
Shadow-infused |
Elite |
+13 |
1 is a decent fight, 2 is tough, 3 is trouble |
Void-sworn |
Boss |
+17 |
1 is trouble |
Shadow-Touched
- +100% to max HP
- +2 to all saving throws, attack rolls, skill checks, spellcasting checks, spell DC's
- Once/rd, add 10 shadow damage to any successful damaging attack or spell
- See through all darkness, including magical
- When standing in darkness or dimness, gain Fast Healing 10%/rd
- Resist (shadow)
Shadow-Infused
:Shadows gather around the creature, curling around it like living tendrils, which protect the creature, but can also quest out to attack its enemies. Its eyes are pools of blackness, its voice resonates with an otherwordly bass. All light seems to pour into the creature, whereupon it is extinguished.
- +200% to max HP
- +5 to all saving throws, attack rolls, skill checks, spellcasting checks, spell DC's
- Once/rd, add 20 shadow damage to any successful damaging attack or spell
- See through all darkness, including magical
- When standing in darkness or dimness, gain Fast Healing 10%/rd
- Immune to shadow damage
- Vulnerable to radiant damage
- Special powers
- Legendary actions (can use each one once per turn as immediate action)
- Cloak of Shadows: 50% chance to negate any harmful attack or spell
- Dark Tentacles: Grapple target within 5 squares (Str/Dex DC 20 ends). Target is immobilized, and suffers 2d10 shadow damage per round.
- Shadow Jump: Teleport up to 10 squares; target location must be in dimness or darkness.
Void-Sworn
:The creature seems comprised entirely of shadow, save for a dull, ultraviolet aura around its body, and two (or more) piercing, violet eyes. Light, hope, joy, and warmth seem to fall into its event horizon, erased from the universe.
- +300%
- +5 to all saving throws, attack rolls, skill checks, spellcasting checks, spell DC's
- Advantage to all saving throws, attack rolls, skill checks, spellcasting checks, spell DC's
- Can add 20 shadow damage to any attack or spell 3 times/rd. If it does not possess this many attacks per round, it may combine multiple uses on a single attack.
- See through all darkness, including magical
- When standing in darkness or dimness, gain Fast Healing 10%/rd
- Immune to shadow damage
- Vulnerable to radiant damage
- Emanations
- Gloom: Automatic once/rd, centered circle 20; area's light level decreases by one step (daylight -> bright light, bright light -> dimness, dimness -> darkness).
- Void Zone: Automatic emanation 3; area is pitch black, even to natural darkvision. Creatures suffer 40 shadow damage on turn start in area (Fort DC 22 half). If they reach 0 HP in the area, they become shadow-infused, and are dominated by the Void-Swarn. Killing the Void-Swarn ends its thrall over them, and removes their shadow infusion, but returns them to a dying state.
- Legendary actions
- Cloak of Shadows: At-will, immediate; 50% chance to negate any harmful attack or spell. Can use any number of times per round.
- Dark Tentacles: Grapple target within 10 squares (Str/Dex DC 22 ends). Target is immobilized. On turn start, target suffers 2d10 shadow damage and is pulled in 5 squares. Can use once per round per target within reach.
- Shadow Jump: Teleport up to 20 squares; target location must be in dimness or darkness. Can use once per round per opponent.
Artifice
Three types:
- Lesser items can be used by anyone with appropriate proficiencies (i.e. a gun requires martial ranged weapons), and have charges
- Greater items are more powerful, have more charges, but have a malfunction chance when used by non-artificers
- Superior items are very powerful, and self-renewing, but have a very high malfunction chance when used by non-artificers
Challenge notes:
- Minion types should have 1 offensive lesser item and 1 defensive lesser item
- Elites should have what minions have, plus a greater item
- Bosses should have what elites have, plus one superior, and an Energy Pack (see list of superior items)
Loot notes:
- Lesser items should drop with 1d6 units of ammo remaining
- Greater items should drop with 1d3 units of ammo remaining
Lesser Items
Offensive
Item | Quality | Description |
---|---|---|
Steam Cannon |
Rare |
Martial ranged weapon, heavy, two-handed, 2d10 piercing damage, range 50, reload as move action (ammo: cannonballs) |
Phlogiston Thrower |
Rare |
At-will, std, cone 5; inflicts 8d6 fire damage, plus half on turn start for 3 rds (ammo: phlogiston containers) |
Lightning Gun |
Rare |
At-will, std, line 20; inflicts 6d8 lightning damage plus stun 1 rd (Con DC 16 negates). |
Freeze Ray |
Rare |
At-will, std, range 10; subject is frozen (Con DC 16 ends), then chilled (-50% movement, disadvantage to Dex saves) (Con DC 16 ends) |
Arcane Bomb |
Rare |
At-will, std, range 10, burst 2; inflicts 5d4+5 force damage to each target, and also dispels as the 3rd-level spell Dispel Magic (casting modifier +8). Note: not a launcher, just loose ammo, i.e. grenades. |
Defensive
Item | Quality | Description |
---|---|---|
Personal Shield Generator |
Rare |
Proficiency as a light shield or buckler. When activated, it generates a magical barrier, which provides +1 AC. Also, each time you are struck for damage (the attack must be comprised of matter or energy), you may spend 1 ammo to gain Resistance to that attack. |
Rapid Relocator |
Rare |
Belt attachment. Devices senses imminent danger and activates dimensional folding algorithms, albeit with little time to calculate destination. Just prior to being hit by an attack or spell, wearer can spend 1 ammo to teleport to a random safe location within 8 squares (roll 1d8 for cardinal direction and another d8 for number of squares) |
Cloaking Device |
Rare |
Cloak augment. When activated, the cloak projects an image to any onlooker of whatever is visible on your opposite side, making you effectively invisible, as the spell Greater Invisibility. Burns 1 ammo per round in which you move at more than 50% speed, or take any attack or cast a spell. |
Tactical Analysis Unit |
Rare |
Visor/eye augment. When activated, it analyzes your attacker's strengths and weaknesses, and uses their body language to predict attacks before they occur. As an immediate action, you may spend 1 ammo to force disadvantage on an attacker, or to gain advantage to a saving throw. |
Greater Items
Item | Quality | Description |
---|---|---|
Mass Modification Harness |
Very Rare |
This suit of armor otherwise functions as chain mail. However, when activated, it can be quite powerful indeed. It has the power to modify your mass by a factor of 50 in either direction, and can effect those changes at lightning speed. Thus, you might leap upward, decreasing your mass so that your leap takes you high into the sky, only to increase it as you fall down upon an enemy. There are a variety of uses, but here are a few:
|
Personal Tank |
Very Rare |
Vehicle. This vehicle is about the size of a standard wagon, and allows a single pilot to ride in it, fully enclosed. It moves at a speed of 40 feet per round (though, on a well-crafted road going straight, it can hit up to 30 mph), can pivot in place, and has the following traits:
|
Power Armor |
Very Rare |
Personal vehicle, medium size. I mean, it's an iron man suit, let's face it. mechanically, it operates more like a suit of armor, as you can use your own weapons and spells while wearing it.
|
Superior Items
Item | Quality | Description |
---|---|---|
Energy Pack |
Very Rare |
A compact reactor generating magical energy for the most powerful Artifice devices, this can take many forms, such as a heavy backpacks, a module installed in a vehicle, a load carried in a cart. Generally, it's too heavy for all but the strongest to carry alone for long. Energy Packs generate power in perpetuity, but they have a certain maximum capacity, and otherwise regenerate slowly. In other words, they're rechargable ammo batteries.
|
Arcane Engine |
Legendary |
A complex, heavy device, loaded with delicate and rare arcane components, which can, when supplied with adequate magical energy, duplicate magical effects at the direction of non-spellcaster. Of course, its complexity is such that only a master Artificer can direct it without chance of failure; anyone else has a 10% chance per spell level of a mishap.
|
Technological Terror |
Legendary |
A massive, hulking mechanical man. This huge construct can either operate at the direction of one holding its control harness (as an independent construct), or, said controller can climb inside its head, enjoying total protection from the outside world, directing its actions from within. Of course, such a powerful automaton is not easy to control, and only a master artificer can do so. A lesser artificer will be resisted by the automaton, as it cannot be the Maker if it lacks the Maker's skill.
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