Half-Shadow (3.5e Template)
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[edit] Half-Shadow
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Half-Shadows are based loosely on the Forgotten Realms template and create an interesting dynamic for players.
[edit] Creating a Half-Shadow
There can be dozens of reasons why a Half-Shadow creature can exist. Perhaps a Shadow creature was messed up in interplanar travel. Perhaps the Planes themselves were severely decimated or ruined in war or chaos, leaving their creatures only half-aligned. Or perhaps a creature was cursed by the gods to lose half of his nature, leaving him only a Half-Shadow. You can come up with dozens of reasons to create a character with these characteristics. Having only half of his nature, the Half-Shadow's character will consistently be torn between two worlds, desiring to be whole someday. Your Half-Shadow character will be seen as inferior in the eyes of creatures who are fully Shadow, and alienated by those of the Material Plane who fear Shadows.
[edit] Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Half-Shadow creatures encountered on the Material Plane do not have the extraplanar subtype, as they are not fully native to the Plane of Shadow, only partially. Thus, a Banish spell will not banish the creature back to the Shadow Plane. Instead, on a successful casting of Banish (or a similar spell), the creature becomes dazed for a number of rounds equal to half the difference between the caster's Spell Save DC and the target's (the Half-Shadow's) Will Save against the same spell.
[edit] Hit Dice
Same as base creature.
[edit] Speed
Same as base creature.
[edit] Armor Class
Same as base creature.
[edit] Attack
Same as base creature.
[edit] Full Attack
Same as base creature.
[edit] Special Attacks
Same as base creature.
[edit] Special Qualities
Darkvision out to 30 feet.
Low-light vision.
Shadow Blend (Su): In any conditions other than full daylight, a Half-Shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
[edit] Abilities
A Half-Shadow may gain one additional ability for every 5 Hit Dice he possesses (minimum one additional ability). He may not choose the same one twice. He may choose his additional ability from the following list:
- Damage Reduction 5/Cold and +1 DR/Cold for every 5 additional Hit Dice (minimum of 0).
- Darkvision out to 60ft, +1 to Spot checks in general, and +1 to Spot checks in complete darkness.
- Shadowy Luck, giving +2 on all saving throws.
- Swift as Shadows, increasing your base speed by 1/2 of its base value.
- Shadow Dodge, giving +1 to your Dodge AC in any conditions other than full daylight. Requires base creature to have and use the Dodge feat. Requires the base creature to also have Improved Evasion.
- Shadow Illusion proficiency, giving +3 Spell Save DC on all spells of the Illusion School that have the Shadow descriptor. Requires base creature to have caster level 5th.
- Evasion, as the Rogue class feature.
- Mirror Image (Sp): 1/day. Requires base creature to have caster level 5th.
- Cause Fear (Sp): 1/day. Requires base creature to have caster level 5th. The save DC is Charisma-based.
[edit] Skills
Same as base creature. A Half-Shadow gains a +3 to Move Silently checks.
[edit] Feats
Same as base creature.
[edit] Environment
Plane of Shadow or the Material Plane.
[edit] Organization
Same as base creature.
[edit] Challenge Rating
Adds a +1 to any creature's Challenge Rating.
[edit] Treasure
Same as base creature.
[edit] Alignment
A Half-Shadow may be pure Neutral, Neutral-Evil, Chaotic-Neutral, or Lawful-Neutral.
[edit] Advancement
Same as base creature.
[edit] Level Adjustment
A Half-Shadow template adds a +1 to Level Adjustment.
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