Shadows of Ath

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Medium-Size Undead (Cold, Evil, Law)
Hit Dice: 8d12 (52 hp)
Initiative: +3 (Dex)
Speed: 30ft., fly 90ft. (good)
Armor Class: 25 (+3 Dex, +12 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +9 melee, +3 frost brand greatsword +12 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spells, flute wail, freezing gale
Special Qualities: Undead, celestial qualities, cold subtype, alternate form, SR 19, true seeing, discern lies, +4 turn resistance
Saves: Fort +2, Ref +5, Will +14
Abilities: Str 20, Dex 17, Con -, Int 18, Wis 27, Cha 16
Skills: Bluff +11, Concentration +11, Escape Artist +10, Hide +14, Knowledge (any one) +14, Move Silently +14, Sense Motive +18
Feats: Dodge, Mobility, Spring Attack, Expertise, Whirlwind Attack
 
Environment: Any land or underground
Organization: Solitary, pair or host (3-18)
Challenge Rating: 12
Treasure: No coins; double goods; standard items plus +3 frost brand greatsword
Alignment: Lawful Evil
Advancement: 9-12 HD (Medium-size); 13-24 HD (Large)
Level Adjustment: 0
The history of Ath is both a glorious and tragic one, as asuras’ legends go. Ath, the Fifth Asuras, knew what perspective was. Asuras are said to lose perspective when alone, but that is the great dark of them, it is not exactly as most conceive it. These celestials have the greatest intuition, something mere precognition cannot house. It is an innate sense of the fires of the multiverse; “the archon skin reveals a burning lotus”, said the guardinal sage Tay-Yibah of the Falls. This wholeness was the disgrace of more than one asuras, as their focus succumbs to the unknown energies of the multiverse and Upper Planes while not with the company of their hosts. Ath was the Fifth of the asuras. It is not known if the Fifth to be created, or the Fifth to fall from the Mount. It is not important.He was as mighty as the solars that are so often associated with the power of Goodness and twice as enlightened. Yet his way crossed that of a bridge in Baator, The Bridge that would bring freedom to the powers that composed it. The Hollow Man waited his coming. The asuras made the mistake of looking through the path and the myriad creatures moved in accord, and he was blinded by his own fire*. Thousands, innumerable shadows of himself were made permanent in the walls even as he was drained of his knowledge and energy by a hungry power. “Creation ends for Derivation.” With these words, the Emperor animated them with undead might to serve as his slaves. Large wings of cold fire, beauty of obsidian death, lithe bodies that had their ruby talons turned to sapphires. CombatThe shadows of Ath have all powers asuras have, but inverted. Weapons that might have had flame tongue powers emanate cold instead, causing cold damage. They enter combat ravenously, but not without a certain sense of poetic justice. Spells: Shadows of Ath can cast divine spells from the cleric list and the Air, Evil, Law, War and Water domains as 9th level clerics (save DC 18 + spell level). Flute Wail (Su): Shadows of Ath play flutes before entering battle, the sound of which chills a bright soul to its core. All good creatures of 3 or fewer HD within 10 miles must succeed at a Will save (DC 17) or suffer a –2 morale penalty to attacks, AC, and saves for one day. A creature that resisted the effect cannot be affected by that shadow’s flute for one day. Freezing Gale (Su): Three or more shadows of Ath can create a freezing gale as a standard action by flapping their wings. Good creatures inside a 30-foot cone suffer 3d6 points of cold damage per round, half if they succeed in a Reflex save (DC 17). Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save. Alternate Form (Su): A shadow of Ath can assume any humanoid form as a standard action. This ability is similar to the polymorph self spell but allows only humanoids and can be used twice per day. Discern Lies (Su): The shadow of Ath’s dead cold eyes always discern lies as the spell cast by a 9th level cleric. True Seeing (Su): This is identical with true seeing cast by a 9th level cleric and be used up to three times a day. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Habitat/SocietyVicious packs are now the composition of the shadows of Ath, extremely organized by pure instinct, listening hungrily to its superiors for orders. The shadows are hated and feared by other celestials. Devas are killed as cruelly as possible and asuras are left alive as mockery to their (perceived) weakness. It is said that of the reasons for their vicious fighting is that they see the Emperor everywhere out of the realm, accounting for their homicidal tendencies. Others reason that a magical binding makes a victim bear the resemblance of the power to the shadows. The truth is not important; they attack fearlessly and with little desire but to snuff the light of Creation. And ultimately, of all Bright Ones.0EcologyShadows, as all undead, lost their place in the natural cycle. Are frozen until released, so many celestials feel innocent of bringing euthanasia to all they meet.The Shadows of Ath feed on Negative Energy Plane emanations, without any other requirements whatsoever.

* The nature of the Myriad Creatures seems to be a slight allusion to the lost kamerel, in its reflective-deflective understanding.

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