Shadinger (3.5e Epic Race)
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Primordial and powerful shadow race that been locked down in the beginning of time and accidentally released recently, the Shadingers are invulnerable to anything ever created by either mortals or gods. No one knows how exactly they were created, however there is an agreement among scholars that it didn't just "happen". They are among the oldest beings in the entire cosmos, older than most of the gods, nearly as old as time. Despite being immortals, and practically impossible to kill, the Shadingers are, in fact, an endangered species, due to their inability to reproduce.
The Shadingers were around long before there were any rules, but they respect them unless they ridiculous or offensive. They have a great respect for life and won't hurt a sapient species if they have a choice.
Shadingers look like 3D humanoid shadows. While they are in vessels, only creatures who use True Sight can see their true faces and identify them as something different than common members of their vessels race (unless their vessels aren't common members of their race, like Player Characters).
They get along all the humanoid races.
The Shadingers are well aware to the gods' power- they were the ones who locked them down in the first place (one of the extremely rare times so many of them worked together). Although that, they rarely worship them.
Common, Shadow, Supernal. See Perfect Memory
Any. While in vessels usually use the vessels names.
- Abilities: +40 Strength, +26 Dexterity, +30 Constitution,+18 Intelligence +18 Wisdom, +12 Charisma
- Medium monstrous Humanoid (Shadow)
- Shadinger base land speed is 3000 feet per round. They also have climbing speed and flight speed (perfect maneuverability) both 3000 feet per round.
- Invulnerability: Shadingers have damage reduction 60/-.
- Regenerative Healing Factor: Shadingers have Regeneration 30/-
- Armor Class: The base creature's natural armor bonus improves by +20
- Highly Enhanced Senses: Blindsight 600 feet, Blindsense 1 miles, Highly Advanced Scent (Like Enhanced Scent, but within 1 mile), Perfect Status Vision, micro vision and telescopic vision up to distance of 8 miles.
- Enhanced Essence Sense: Shadingers can sense any being, from any kind, in 1 mile radius.
- Natural Attacks: Shadingers have a secondary slam attack that deals 4d6 damage and overcomes any DR.
- Possession: Shadingers look like 3D humanoid shadows. In order to blend in among other kinds, they must possess other being. Shadingers can possess any being, corporeal or not. While inside vessels, Shadingers have access to all the vessel memories and skills, and they have +30 bonus on Disguise checks for purpose of disguising themselves as their vessel.
- Shapeshift: While inside vessels, Shadingers can shapeshift into any creature that is lesser than a demigod. This ability gives them a +16 bonus on Disguise checks.
- Intangibility: Shadingers can become intangible at will. They can stay intangible indefinitely.
- Invisibility: Shadingers can become invisible at will. While invisible, they have a +20 bonus on Move Silently and hide checks.
- Telepathy: Shadingers can telepathically talk with everyone within a mile radius. They also can hear their thoughts and read their memories.
- Highly Advanced Immortality: As primordial shadows, Shadingers can't die of old age, and all their injuries immediately heal. They do not need to eat, sleep or breathe, although they can if they desire so.
- Advanced Immunity: Shadingers are perfectly immune to all diseases, energy/ability drain/damage, mental effects, transmutation, all elements, holy/unholy damage and have spell immunity/epic.
- Advanced Telekinesis: Greater telekinesis, spell-like ability, at will, caster level 20.
- Control Weather: Control weather, spell-like ability, at will, caster level 20.
- Direct Teleportation: Unbounded Teleportation, spell-like ability, at will. Shadingers can teleport anywhere they want in the cosmos.
- Enhanced Brain Activity: Shadingers possess an enhanced brain activity, which allows them to act and process information much faster than humanly possible. They gain bonus +20 to Initiative and 20 times skill points per level than they should by their class, and can act twice per round.
- Perfect Memory: Shadingers have perfect photographic memory, and remembers all the memories and the skills of any vessel they ever possessed. Keep all languages and skills from all past vessels.
- Advanced Adhesion: Shadingers walk and crawl on surfaces at any angle as if the gravity was directed to these surfaces, as though with an advanced spider climb spell.
- +20 racial bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks and a +10 racial bonus on Knowledge (Arcana), Knowledge (Nature), and Knowledge (Religion) checks.
- Gain the feats: Alertness, Combat Reflexes, Deflect Arrows, Distant Shot, Dodge, Exceptional Deflection, Far Shot, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Toughness, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Reflect Arrows, Snatch Arrows, Superior Initiative, Supreme Strength, and Two-Weapon Fighting, even if they aren't meets the prerequisites.
- Automatic Languages: Common, Shadow, Supernal (If in a vessel, the vessel's race automatic languages). Bonus Languages: Any
- Favored Class: Any
- Level Adjustment: +20
New Ability: Regeneration
It's very hard to kill creatures who have this ability. Creatures with this ability constantly heal, like the ability fast healing, except they can't die as long as their regeneration ability is active (although they still pass out if they goes below 0 hit points). Damage that cause by some means, usually by fire, acid or some kind of material, cause the creature's regeneration to stop working for the round after the attack. In this round, the creature doesn't heal damage and can die as usual. The creature data describes the means that cause his regeneration to stop working.
Regeneration can't heal attacks that don’t deal hit point damage. Regeneration also doesn't restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts that are not reattached wither and die normally. Creature must have constitution score to have regeneration ability.
Shadow is a language that shadow creatures use to communicate. This is a solely verbal language, and has no written version. One cannot learn Shadow; the language can only be understood, and spoken, by creatures with the shadow type/subtype, that are all inherently proficient with it. For anyone else, it sounds like nothing but meaningless whisperings.
Starting Age: Shadingers are shadows. At the age of about 1, a Shadinger is fully grown. As primordial beings, they are almost as old as the cosmos. The exact age determines by the specific campaign world.
Characters with ranks in Knowledge (arcana) can research the Shadingers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Shadingers are powerful shadows.|
|10||Shadingers are invulnerable primordial shadows who can possess creatures.|
|15||The Shadingers been locked down in the beginning of time and accidentally released recently.|
|20||Rumors about specific person that been told to be possessed by Shadinger and its location.|