These are the shadowy fey figures that seemingly haunt my cities and back alleyways. Not physically powerful, but they get to be fast, quick jumpers and often will make pacts with just about anything to get ahead. Ideal for low level adventurers foes, but the option to grow in power yo be formidable to a higher level challenge.
Shandar-Kai
Shandar-Kai CR
2
NE
Monstrous humanoid (Castles & Underearth)
Init
+3; Senses darkvision 60 ft.
DEFENSE
AC
16, touch 13, flat-footed 13
hp
7 (2d6)
Fort
+1, Ref +5, Will +3
OFFENSE
Speed
30 ft.
Melee:
Bow +4 (1d6) or Dagger +2 (1d4)
STATISTICS
Str
10 Dex 17 Con 11 Int 12 Wis 12 Cha 8
Base
Atk +2; CMB +4; CMD 14
Feats
Skill Weapon Finesse
Minor
Skills: Acrobatics, Diplomacy, Disable Device, Knowledge (Nature, Local), Perception +2
Major
Skills:Climb
& Stealth +5
Feat
Choices: Point Blank Shot, Trip, Far Shot, Precise Shot, Power
Attack, Cleave, Imp Sunder,
Weapon Specialization
Languages
Shadow & Elven
ECOLOGY
Environment:
Urban
Organization:
Solitary or Scouting Party (3-6)
Treasure
Full
SPECIAL
ABILITIES
Backstab
Dmg (+1d6)
Shadowy
Curse: By physically holding another creature for one minute, they
can send an unwilling person to the shadowy realm if they fail a
saving throw (Will DC 20).
Jump:
They add their bonus to jump rolls if they are not wearing armor
heavier than light encumberance.
Shandar-Kai
gain these advanced abilities in replacement of class levels. They
may stop advancing in these and gain a class level at any time, but
once they do they are unable to gain new racial levels.
Advancement
as Rogues for Saving Throws, Hit Points and BAB
3
HD +6 in skills; Gain 1 Feat; +1 in Natural AC; Advance Backstab Dmg
(+2d6)
4 HD
+2 to Any Ability Score; +4 in skills; Jump +10 ft; Advance
Backstab Dmg (+3d6)
5
HD Gain 1 Feat; +6 in skills; +1 in Natural AC, Gain 5 ft base
movement;
6
HD +2 to Any Ability Score; +6 in skills; Advance Backstab Dmg (+4d6)
7
HD +1 in Natural AC; Gain 1 Feat; Jump +20 ft; Lesser Shadow Image
(25% HP; 10 rounds max)
8
HD +2 to Any Ability Score; Gain 1 Feat, Advance Backstab Dmg (+5d6)
9
HD +1 in Natural AC; +6 in skills; Jump +20 ft, Gain 1 Feat; Gain 5
ft base movement
10
HD +2 to Any Ability Score; Shadow Image (75% HP; 10 minutes max)
11
HD +4 / +4 to any two ability Scores; +12 in skills, +3 in Natural AC;
Gain 1 Feat
Shandar-Kai
are shadowy fey, bitter and desperate beings cursed to be
continuously banished to the shadowy realm. While they have strength
and physical form on prime worlds, each time they are knocked
unconscious through damage, they must save vs DC 16 (Wisdom) or be
banished to the realm of shadows.As
beings of stealth, they take advantage of flanking an opponent
whenever they can. Most join thieving guilds, to learn and make contacts, keeping their nature secret whenever possible.
They
appear as lithe sharply drawn humans with a darkness all around them.
They will often wear elaborate armor and carry many very small sharp
daggers. They are continuously planning thieving sprees. They know
they will be forced to go back to the shadowy world eventually, so
their wealth should be in forms that they can easily carry or store.
When they return to their shadowy world, they share their knowledge
and make plans for future raids.
These
evil beings mistrust their good-aligned kin, and go to any length to
trap or send them back to the shadowy realms to be tortured or worse.
Some begin to show empathy towards their light kin if shown it by their
prime kind first. They keep this quiet, little is known about the
Shandar-Kai's dark society and twisted rituals, but empathy to the
light fey is low on their priority list.
Once
they are banished, they must remain on the shadowy plains for no less
than six days.
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