Sceaduinar
Description
Sceaduinars are strange creatures born of pure entropy, the antithesis of creation and life. In the cold heart of the Negative Energy Plane, the un-substance of that realm coalesces into snowflake-like crystals, and it is from these strange formations that sceaduinars arise, breaking free from their jagged “eggs” fully grown. They hate the living and the undead with equal passion, perhaps out of jealousy for those who have a spark of life (even if that spark is provided by a corruption of life in the form of undeath), though they usually ignore creatures from the Outer Sphere. They believe their positive energy counterparts, the jyoti, long ago stole their ability to create, breaking the parallel between the two energy planes and forcing these void-dwellers into an unwanted role of pure destruction.
In a way, their hatred parallels that of another native of the Negative Energy Plane—the nightshade. Yet despite their similar goals, the sceaduinars see nightshades as just another corruption of life worthy of destruction—even though very few sceaduinars are powerful enough to directly oppose one of these deadly undead. Sceaduinars are quite intelligent, yet they have no real society to speak of. When they gather together, it is always to form a larger band to strike against a particularly dangerous foe.
Combat Stats
- Melee
- bite +14 (1d6+3 plus 1d6 negative energy and energy drain), 2 wings +9 (1d6+1 plus 1d6 negative energy)
- DR
- 10/adamantine or good
- SR
- 18
- Defensive Abilities
- entropic flesh, negative energy affinity, void child
- Racial Modifiers
- +4 Knowledge (planes), +8 Stealth
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
energy drain (1 level, DC 17)
Entropic Touch — A sceaduinar's natural attacks can strike incorporeal creatures as if they were ghost touch weapons. All of a sceaduinar's natural attacks deal +1d6 points of negative energy damage to the target. This energy does not heal creatures healed by inflict spells.
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Skills
Escape Artist +17, Fly +9, Intimidate +15, Knowledge (nature) +13, Knowledge (planes) +17, Perception +17, Sense Motive +14, Stealth +25
Spells
- Type
- Outsider
- Alignment
- NE
- Size
- Medium
- Environment
- any (Negative Energy Plane)
- Organization
- solitary or death squad (2-11)
- Treasure
- standard
- Senses
- darkvision 120 ft., lifesense, low-light vision; Perception +17
- Languages
- Aklo, Common
- Source
- Bestiary 2