Shal-Kil

Shal-Kil are humanoid creatures from the plane of shadow, made from pure darkness given form. They are said to serve a higher creature of darkness, sent to other worlds to bring them food or items of power or whatever they need. They appear as completely black humans, with no distinguishing features. They can be both male and female, but individual Shal-Kil of the same sex seem physically impossible to distinguish from one another.

Despite being physically homogeneous, they are known to have very unique personalities and interests. Individual Shal-Kil take interest in common hobbies of the mortal plane, some enjoy cooking, others study magic and some learn alchemy. Shal-Kil are known to be talkative and sarcastic, they generally consider themselves to be better than mere mortals. While they sometimes allow themselves to be distracted by hobbies, they ultimately always return to their home plane, preferably with whatever they come for.

Medium Outsider (Lawful, Evil, Shapechanger)
Hit Dice: 13d8+39 (101)
Initiative: +5
Speed: 30 ft
Armor Class: 26 (+5 dex, +11 natural)
Base Attack/Grapple: +13/+17
Attack: Slam +17/+12
Damage: Slam (2d6+4)
Space/Reach: 5ft/5ft
Special Attacks: Shadow Disks, Crush
Special Qualities: Damage Reduction 10/Good, Spell Resistance 20, Grow, Sprout Wings, Sunlight Vulnerability, Evasion, Shadow Jump 100 ft, Plane Shift
Saves: Fort +16, Ref +18, Will +15
Abilities: Str 18, Dex 21, Con 16, Int 14, Wis 14, Cha 15
Skills: Hide +21, Move Silently +21, Listen +18, Spot +18, Search +18, Open Lock +21, Slight of Hand +21. Knowledge (the planes) +18, Bluff +18, Balance +21
Feats: Combat Expertise, Power Attack, Cleave, Improved Disarm, Improved Feint
Environment: Plane of Shadow or Any
Organization: Solitary, Pair, Group (5-8) Pack (10-15) or Swarm (15-30)
Challenge Rating: 10
Treasure: None
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: -

Shadow Disks: Instead of its normal attacks, a Shal-Kil can throw two disks of shadow energy. The Shal-Kil can attack up to two different targets within ten feet of each other. The Shal-Kil gets +18 to hit with both attacks and the disks deal 2d10 damage.

Crush: With a successful grapple check, a Shal-Kil can crush its foe, dealing 3d10+12 damage.

Grow: As a free action, a Shal-Kil can change its size to medium, large or huge.

Sprout Wings: As a standard action, the Shal-Kil can grow wings. The Shal-Kil gains a fly speed of forty feet and poor maneuverability. A Shal-Kil can only have wings in its medium-sized form.

Sunlight Vulnerability: Shal-Kil are weakened by sunlight. If exposed to natural sunlight they are immediately banished to their home plane and cannot leave for twenty-four hours. If exposed to unnatural sunlight, as the Daylight spell, the Shal-Kil are blinded and suffer a -4 constitution penalty.

Evasion: As the rogue ability, the Shal-Kil can only use this ability in its medium-sized form.

Shadow Jump 100 ft: As the Shadowdancer ability.

Plane Shift: As the spell, once per a day, as cast by an 18th level sorcerer.

Related posts

Open Gaming License