Shards of the Night

The Shards of the Night are mysterious summoned creatures, said to come from a rift in the very night sky. It is said that if a summoner can find this rift, he can call down these creatures to serve him.

The first summoners to call the Shards of Night are believed to have been a group of court wizards. They decided to seize the throne for themselves when a group of sorcerers replaced them as the official arcane advisors to the king. To help them, the wizards summoned these creatures to attack the sorcerers. In one night, the royal family was executed and the new order was instated.

Shards of the Nights are amorphous, almost liquid creatures made of darkness. They appear to have streaks and dots of starlight, eternally shifting inside of them. They appear humanoid, but very generic. They have no faces or unique bone structure, the only known way to tell them apart is by the unique patterns of starlight on them.

Medium Outsider (Native, Neutral)
Hit Dice: 14d8+42 (112)
Initiative: +5
Speed: 40 ft
Armor Class: 23 (+5 dex, +8 natural)
Base Attack/Grapple: +14/+17
Attack: Slam +17/+12/+7
Damage: Slam (2d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Overcoming Strike, Cursed Wound
Special Qualities: Magic Immunity, Shadow Jump
Saves: Fort +17, Ref +19, Will +16
Abilities: Str 16, Dex 20, Con 17, Int 10, Wis 14, Cha 5
Skills: Hide +21
Feats: Spring Attack, Power Attack, Cleave, Expertise, Combat Reflexes
Environment: Rift in the Sky
Organization: Solitary, gang (3-7) or group (7-12)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 15-17 HD (Large) or 17-21 (Huge)
Level Adjustment: -

Overcoming Strike: A Shard of the Night’s slam attack ignores all damage reduction.

Cursed Wound: The damage a Shard of the Night deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a Shard of the Night must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Magic Immunity: A Shard of the Night takes no damage and suffers no other effects from any magical source, including enchanted weapons.

Shadow Jump: As the Shadowdancer ability with a total of 100 feet.

Related posts

Open Gaming License