Shroud

Shroud appears as a well built figure covered in ink black scales with a hairless, eyeless head featuring a long wicked slip of a mouth filled with black teeth, which it typically keeps shut. Its hands and feet feature wicked talons. Its two pairs of draconic wings possess a wingspan twice as broad as it is tall, although it appears this being's actual height and bearing are somewhat variable. Nearby shadows and darkness seem to cloy and deepen around it, making it appear almost wraith-like at times.

"SHROUD" CR 30
Wild, Feral, Amphibious, Dark, Half-Black-Dragon, Shadow, Gloom Effigy
Medium N Construct (Mecha)
Init +15; Senses Blindsight 60 ft., Darkvision 360 ft.,
    Superior Low-Light Vision, Listen +3, Spot +7;
Protomorphic Senses Farsight, Lifesense, All-Around Vision;
Languages Understood Roushoum;

DEFENSE
AC 49, touch 37, flat-footed 49 (+15 Dex, +12 insight, +12 natural);
hp 355 (25d12+55)
Fort +10, Ref +25, Will +13; DR 15/adamantine and 5/magic;
SR 40; Protomorphic SR 42; Resist cold 30;
Defensive Abilities Increased Hit Dice, Maximized Hit Points,
    Improved Evasion, Fast Healing 5, Uncanny Dodge; 
Immune acid, blindness, construct traits, deafness, electricity, fire;
Protomorphic Immunities involuntary polymorph effects,
    petrification and form-altering attacks;

OFFENSE
Standard Melee claw +32 (1d8+20);
Full Melee 2 claws +32 (1d8+20) and bite +27 (1d6+10);
Speed 90 ft., fly 215 ft. (good), swim 55 ft.;
Protomorphic Speed 220 ft., 440 ft. (perfect), swim 220 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +12; Grp +32;
Special Attacks Improved Grab, Pounce, Rake, Rend 2d8+30;

STATISTICS
Str 50, Dex 40, Con —, Int —, Wis 11, Cha 1;
Protomorphic Wis 13 Cha 13;
Feats Air Heritage, Darkstalker, Suppress Weakness (cold),
    Improved Flight, Improved Speed, Improved Toughness, Iron Will;
Epic Feats (two feats can be taken in place of one epic feat)
    Overcome Weakness (cold), Run, Epic Toughness;
Protomorphic Bonus Feat Lifesense;
Skills Hide +23, Listen +3, Move Silently +27, Spot +7, Swim +28;
Racial Modifiers -2 Bluff, -2 Diplomacy, +8 Hide, +2 Listen,
    +12 Move Silently, -2 Sense Motive, +2 Spot, +8 Swim, +4 Survival,
SQ Hide in Plain Sight, mecha traits, Shadow Blend;
Protomorphic SQ Planar Body, Reaving Strikes;

ABILITIES
Shroud's natural weapons count as magic and adamantine for the purpose of overcoming damage reduction and bypassing hardness.
Hide in Plain Sight (Ex): Shroud may use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
Improved Grab (Ex): If shroud hits a creature at least one size smaller than itself with a claw attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Shroud has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
Each successful grapple check Shroud makes during successive rounds automatically deals claw damage.
When Shroud gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Pounce (Ex): When Shroud makes a charge, it can follow with a full attack—including rake attacks.
Rake (Ex): Shroud gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but Shroud gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.
Shroud must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Rend (Ex): If Shroud hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional amount of damage equal to the base damage of both its claw attacks plus 1-1/2 times its strength modifier.
Shadow Blend (Su): In any conditions other than full daylight, Shroud 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.

TYPICAL PROTOMORPHIC MODIFICATIONS
(via the Protomorphic Constructs infusion)

All-Around Vision (Ex): The subject cannot be flanked, and gains a +4 bonus to Search and Spot checks. However, the subject suffers a -4 penalty on saves against gaze attacks.
Aquatic Adaptation (Ex): The subject gains a base swim speed equal to its extraordinary land speed or equal to 1/2 its extraordinary fly or glide speed (whichever is greater).
Celerity (Ex): One of the subject's extraordinary movement speeds increases by 10 ft. This ability can be applied more than once to a single creature, limited to a number of applications equal to the level of your highest level infusion slot. (taken 8 times for fly speed)
Feats (Ex): For each point spent on this ability, the subject may gain one of the following feats for which it qualifies: Alertness, Aerial Reflexes, Great Fortitude, Improved Flight, Improved Initiative, Improved Natural Weapon, Improved Toughness, Iron Will, Lifesense, Lightning Reflexes, Mindsight, Overcome Weakness or Suppress Weakness. (taken once for Lifesense)
Farsight (Ex): The subject gains great visual acuity. It suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, it takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Landbound Adaptation (Ex): The subject gains a base land speed equal to its extraordinary swim speed or equal to 1/2 its extraordinary fly or glide speed (whichever is greater).
Mental Baseline (Ex): The subject's Wisdom and Charisma scores each improve to a minimum of 11.
Mental Development (Ex): The subject's Wisdom and Charisma scores both increase by 2. This ability can be taken more than once. (taken once)
Planar Body (Ex): The subject's natural armor is effective against incorporeal and ethereal creatures. It may strike incorporeal and ethereal creatures with its natural attacks and unarmed strikes normally without miss chance. The subject can even grapple incorporeal and ethereal creatures normally, and such creatures cannot pass through it.
Reaving Strikes (Ex): The subject's natural attacks and unarmed strikes overcome magic-based and all forms of metallic-based damage reduction.
Spell Resistance, Improved (Ex): The subject's existing Spell Resistance increases by 2.
Stabilized Form (Ex): The subject gains immunity to involuntary polymorph effects, petrification and other similar form-altering attacks.
Wings, Additional (Ex): The subject gains an additional pair of wings identical to its existing wings, increasing its extraordinary fly or glide speed by 50% and improving its maneuverability by one step.

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