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> ~Sha'Daemen, A creature for high level PC's
Cisco Lii
  Posted: Jul 7 2004, 08:43 PM
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SHA’DAEMEN
Medium-sized Monstrous Humanoid
Hit Die: 20d8+60 (150 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. good
Defense: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +20/+20
Attack: Claw +25 melee (1d4)
Full Attack: 2 Claws +25 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain
Special Qualities: Damage reduction 15/–, freezing presence, frightful presence, light sensitivity, weave immunity
Saves: Fort +15, Ref +17, Will +16
Abilities: Str 10, Dex 20, Con 16, Int 14, Wis 18, Cha 22
Skills: Intimidate +29, Listen +29, Move Silently +30, Spot +29
Feats: Alertness, Combat Expertise, Dodge, Flyby Attack, Improved Initiative, Stealthy, Weapon Finesse
Environment: Any
Organization: Solitary, pair or group (5–15)
Challenge Code: G
Advancement: By character class

A humanoid figure dressed in black rags, standing 6 feet tall. The sha’daemen were made to be assassins of the dark, created from beings from the North Pole. Unfortunately unlike normal shadowspawn the sha’daemen couldn’t be controlled. They roam the Blight searching for souls to eat.

COMBAT

A sha’daemen tries to surprise his victims and attack using its flyby attack. It prefers to use its energy drain attack. Since it doesn’t have that many weaknesses it tends to flee as soon as it has taken to many blows. Whenever exposed to bright light it tries to flee immediately if that is not possible it’ll try to destroy the light source.

Energy drain: Once per turn as a standard action that doesn’t provoke an attack of opportunity, a sha’daemen can drain the life energy from a adjacent creature. This requires a melee touch attack and bestows two negative levels upon the victim. The sha’daemen gains 5 temporary hit points per negative level bestowed. These temporary hit points last for 24 hours. The negative levels remain for 24 hours or until removed with a weave. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 26). If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.

Freezing presence: Everything within 60 ft. of a sha’daemen is under the effect of extreme cold weather. Creatures must make Fortitude saves (DC 23) every minute they stay within the area or suffer 1d4 points of nonlethal damage.

Frightful Presence: A sha’daemen can unsettle foes with its mere presence. The ability takes effect automatically whenever the sha’daemen attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect. An affected creature that succeeds on a Will save (DC 26) remains immune to that sha’daemen’s frightful presence for 24 hours. On a failure the creature becomes paralyzed for 1d4 minutes. Shadowspawn ignore the frightful presence of sha’daemen.

Light sensitivity: A sha’daemen is dazzled in bright light. Further more its damage reduction is reduced to 5/+1.

Weave immunity: A sha’daemen is immune to all weaves except for the following. Balefire effects it normally. Solar Ray deals double damage (this stacks with the double damage it would suffer because of it’s light sensitivity). And when in an area lighted by a Light weave, it suffers the effect of its light sensitivity.

Solar Ray [Elementalism]
[Air, Fire]
Level: 1–5
Casting Time: 1 standard action
Range: See text
Area: Line from your hand
Duration: Instantaneous
Saving Throw: Reflex negates and Reflex half; see text
Weave Resistance: Yes

You evoke a dazzling beam of intense light. Each creature in the beam is blinded and takes damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Casting Level Range Damage
1 10 feet 1d6 + channeler’s level
2 30 feet 2d6 + channeler’s level
3 50 feet 3d6 + channeler’s level
4 70 feet 4d6 + channeler’s level
5 90 feet 5d6 + channeler’s level

This post has been edited by Cisco Lii on Jul 8 2004, 09:03 PM


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Two Rivers Wolfbrother
Posted: Jul 7 2004, 09:04 PM
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I like this a lot.
How does it fly? Wings?
Other than that, I don't see anything wrong with it. Good job, man!


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Cisco Lii
  Posted: Jul 7 2004, 09:08 PM
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Hmmm, not with wing. It has something like a permanent Fly weave cast on it.


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Two Rivers Wolfbrother
Posted: Jul 7 2004, 09:19 PM
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Oh, OK. Cool, then. I don't see any other problems with it. Perhaps someone else does, but I don't.


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Niveus
Posted: Jul 7 2004, 09:28 PM
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did RJ refer to the lands of ice in one of the books if so find out what he called it other then that all is good


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Cisco Lii
  Posted: Jul 7 2004, 09:35 PM
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As far as I know he didn't. But I think I read something along the lines of the Blight streching from the Mountains of Dhoom to the icy land above. Further more there is a world map in The World of the Wheel of Time (title translated from Dutch) where there is a land mass, wich is called the north pole.


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Niveus
Posted: Jul 7 2004, 09:52 PM
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mmm interesting this would make a good expansion idea the northern lands of ice (north pole) although i really cant see RJ using North Pole if you found a map go for it besides who am i to say no when its your creation


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Entropic_existence
Posted: Jul 7 2004, 11:35 PM
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I like it....

These guys seem suspiciously like those things that Guard Azkaban Prison in the Harry Potter series (don't read the books just have seen the movies) and the weave looks like that protective spell he used. smile.gif

But yea, definitly cool.


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Zifnab
Posted: Jul 8 2004, 01:16 AM
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I only worry that the 15/- DR and weave immunity makes it entirely too powerful for the low-magic item world of WoT. You're basically saying, "There is one weave and only one weave in the entire game that you can use to deal with this bugger, and it's this one right here that I just made up."

Other than that, it looks good. smile.gif

This post has been edited by Zifnab on Jul 8 2004, 01:18 AM


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Niveus
Posted: Jul 8 2004, 01:41 AM
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QUOTE (Zifnab @ Jul 7 2004, 11:16 PM)
I only worry that the 15/- DR and weave immunity makes it entirely too powerful for the low-magic item world of WoT. You're basically saying, "There is one weave and only one weave in the entire game that you can use to deal with this bugger, and it's this one right here that I just made up."

Other than that, it looks good. smile.gif

I agree make it 15/+3 but in bright light it falls to 5+1 then a few well equiped players can kill it or make any light ginving object ie torches light spell etc deal damage

an idea for an item that was created to slay these foul creatures

Shara Shining Blades

+ 1 power wrought sword that have the light weave permantly tied to the blade the sheaths that they are kept in have the inverted weave so as no light escapes so the SHA’DAEMEN can not sense the magics presence until drawn

This post has been edited by Niveus on Jul 8 2004, 01:52 AM


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Zifnab
Posted: Jul 8 2004, 03:02 AM
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*shudders at the use of 3.0 damage reduction*


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I use the word "totally" too much. I need to change it up and use a word that is different but has the same meaning. "Mitch, do you like submarine sandwhiches?" "All-encompassingly..."
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Two Rivers Wolfbrother
Posted: Jul 8 2004, 08:43 AM
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Entropo, those are called dementors, and they're not supposed to fly. They don't in the books, and I hope they don't in the movies. Maybe they hover, but whatever. I'm not calling you down or anything, I was just letting you know what they are called. They are similar in a lot of ways, you're right.
But I don't want us to get off subject, I just wanted to comment on that.

This post has been edited by Two Rivers Wolfbrother on Jul 8 2004, 08:45 AM


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Cisco Lii
  Posted: Jul 8 2004, 09:00 PM
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QUOTE (Zifnab @ Jul 7 2004, 11:16 PM)
I only worry that the 15/- DR and weave immunity makes it entirely too powerful for the low-magic item world of WoT. You're basically saying, "There is one weave and only one weave in the entire game that you can use to deal with this bugger, and it's this one right here that I just made up."

Other than that, it looks good. smile.gif

Yeah, I worried about the DR being to high too, but I added the reduction in light. Anychanneler that has the light weave can easily reduce it's DR. But I think I should say that in the weave immunity description.


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Zarozynia
Posted: Jul 9 2004, 04:52 PM
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Maybe its just me, but the possibility of permanetly loosing a level? Does nobody else think that this is a bit extreme? Addmittedly, I always play Starwars or WoT and not D&D so I dont tend to play games where there is the possability of loosing a level, but that just seems....harsh.

Maybe its just me though, since none of you have commented on that. dry.gif


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Zifnab
Posted: Jul 9 2004, 06:41 PM
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Yeah, in D&D it's just a short restoration away. Is there a common weave to remove them? If not, scrap that ability.


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Sharn Penndroen
Posted: Jul 9 2004, 07:32 PM
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Yeah, Z, DnD has lots of ways to get over things like that. WoT and SW have like none officially. That's why it isn't really in the WoT RPG. It is also what makes permanent Wisdom drain from Dragkhar so aweful. There really isn't a way to get it back. If my players even think they see a Dragkhar they go out of their way to kill it first in battle. I do the same if I'm a player.


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Two Rivers Wolfbrother
Posted: Jul 9 2004, 10:04 PM
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I imagine there could be a very powerful Healing weave that could restore permanent ability score loss and experience loss. I don't have time at the moment to write something like that up right now, though.


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Zarozynia
Posted: Jul 9 2004, 10:06 PM
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Right, but ability drain is something natural from the wheel of time world, that's what RJ said the drakar do. It sucks for a character, but its true to the world. I'm having a hard time with how a creature could drain a level, not only does that seem unnatural, but it down right seems unfair. Especially with no way of getting it back. And it is a high fort save to resist it, too. Even with a good fort bonus, you would still have to roll well.


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Primal Paladin22
Posted: Jul 9 2004, 10:46 PM
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I think it would be cool to have a lesser and a greater version of this. One would have the level drain and be much less common and the other would lack it. That alone is enough to make it greater. Or maybe a true and a created version, with only the true version having the drain and anyone killed by it would become a Sha'Daemen. Maybe the created could also have a lower damage reduction.


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Axel
Posted: Jul 12 2004, 02:36 PM
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I'd say, considering how powerful this creature is, that any PC's capable of taking it out are going to have some pretty good saves and even if they bomb it that one level isn't going to hurt them much. I'd be more worried about it beating them to a pulp than stealing their levels.

entropic, how could you have seen the movies without reading the books?! Any idiot can tell you the book is always better than the movie! Go, read all 5 books right now. Report back to me when you're done.


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