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The Beastmaster - 3e custom monsters
Shadow of Merdrayth













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By Alhadis
















SHADOW OF MERDRAYTH
Medium-size outsider (Evil, incorporeal, cold)
Hit Dice: 12d8+24 (90 hp)
Initiative: +4 (Dex)
Speed: fly 40 ft. (perfect)
AC: 20 (+6 deflection, +4 Dex)
Attacks: Incorporeal touch +12 touch attack
Damage: Incorporeal touch 2d6 cold and paralysis
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities, phase
Special Qualities: Light vulnerability, detect warmth, cold subtype, incorporeal
Saves: Fort +10, Ref +12, Will +14
Abilities: Str -, Dex 19, Con 14, Int 18, Wis 18, Cha 18
Skills: Bluff+12, Concentration+14, Diplomacy+17, Hide+18, Intuit Direction+13, Knowledge (para-elemental plane of ice)+19, Listen+20, Search+18, Sense Motive+13, Spellcraft+18, Spot+14, Use magic device+18
Feats: Alertness, Combat casting, Iron will
_________________________________________________________________
Climate/Terrain: Any cold/underground
Organization: Solitary, pair, or spawn (2d4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 13-19 HD (Medium-size) 20-29 HD (Large)

In a land far-off, in a time so old that it escapes the records of written history, there resided a powerful archmage who was known only by his title of Merdrayth, which meant Cold Master in an ancient tongue. He practiced heavily in ice magics, a branch of elemental magic consisting of the cold and winter aspect of the para-elemental forces. Indeed, even without his elemental affinity for ice and winter, he would be described as cold enough. Haughty, proud, and above anything else, arrogant and aloof, he served as one of the worlds most stand-offish wizards. Yet, one day, his pride proved to be his downfall when he willingly exposed himself to the Plane of Shadow, believing himself powerful enough to resist the existentially-corroding essence of that negative realm. He was instantly slain, his soul frozen by his own magic and encapsulated in an orb of darkness, eventually shattering and spawning what schoolers now know as Shadows of Merdrayth- a formidable entity drawn towards areas of freezing cold and darkness.
Shadows of Merdrayth appear to be shadowed, ebony-black apparitions of their creator, that of a gaunt, bent-over, sickly old man, despite his proud and arrogant nature. Their mere presence reflects the powerful ice magics used in their creation an aura of bone-chilling cold. Despite their genius level of intelligence, Shadows of Merdrayth do not speak.
COMBAT
Shadows of Merdrayth find any creature that radiates warmth exceedingly painful. In fact, they are repelled by any form of heat or light- their natural essence is that of shadow and ice. They attempt to bring down all warmth-radiating creatures as quickly as possible, and attack them on sight. Any cold-blooded creature that does not radiate warmth (lizards, oozes, constructs, et cetera), Shadows of Merdrayth will merely ignore, almost as if their presence wasnt there.
Spells: Shadows of Merdrayth cast spells as 13th-level sorcerers. However, they find themselves completely unable to learn and cast spells of a radiant or flaming nature (for example, no light, flame arrow or daylight spells).
Spell-like abilities: In addition to their already powerful array of spells, Shadows of Merdrayth are able to use any 8th-level spell or lower of the cold subtype as 17th-level sorcerers, each twice per day.
Phase (Su): When in a cold or dark environment, a Shadows of Merdrayth is able to use teleport at will as a free-action, as cast by a 14th-level sorcerer. When in both a cold *and* dark environment, the teleport becomes teleport without error, and acts as if cast by an 18th-level sorcerer. This ability is useless in lit or warm locations.
Light Vulnerability (Ex): Direct exposure to light (even torchlight) inflicts 1d6 points of damage per round to a Shadow of Merdrayth. Exposure to natural sunlight, however, slays instantly (no save).
Detect Warmth (Su): Shadows of Merdrayth are able to detect any warmth-radiating creatures within an 100 ft. radius. Most undead and constructs are immune to this ability.
Cold Subtype: Cold immunity; double damage from fire except on a successful save.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently.