The Shadow Prince
Creature 11 (rare) — illusion, mental
Pre-Remaster content. May include legacy alignment.
ShadeLANDAERIALillusionmental
A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a Phantasmal Killer spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +18; darkvision
Languages telepathy 100 feet, universal language
Skills deception +22, intimidation +24, occultism +21, society +21, stealth +20
Str
+4
Dex
+5
Con
+4
Int
+2
Wis
+3
Cha
+7
AC 30
Fort +21
Ref +22
Will +18
HP 200
Immunities death-effects, disease, doomed, scrying, emotion
Resistances physical (except silver) 10
Weaknesses mental 10
Speed 30 feet, fly 30 feet
Offense
Melee Illusory Weapon (illusion, mental, occult) +24, Damage 4d6+10 mental plus 1d6 bleed plus Urban Legend
Abilities
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Universal Language — Anything spoken by the Shadow Prince is perceived by the listener in its native language.
Urban Legend — The Shadow Prince's illusory abilities granted by its urban legend include its immunity to emotion effects, its resistance to physical damage, its frightful presence, and the persistent bleed caused by its melee Strikes.
A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.
The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.
A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.
Tremorsense (imprecise) 100 feet
Immunity to one damage type, magic school, or condition
Weakness 10 to one damage type other than mental
Resistance 10 to physical damage, with an exception for either cold iron or silver
Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28
1d6 Extra Damage on Strikes, of a type one foe believes in
Additional Spells Phantom Pain and Shadow Blast at 6th rank
A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.
The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.
A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.
Tremorsense (imprecise) 100 feet
Immunity to one damage type, magic school, or condition
Weakness 10 to one damage type other than mental
Resistance 10 to physical damage, with an exception for either cold iron or silver
Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28
1d6 Extra Damage on Strikes, of a type one foe believes in
Additional Spells Phantom Pain and Shadow Blast at 6th rank
Frightful Presence (aura, emotion, fear, mental) — 100 feet. DC 28 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Occult Innate Spells DC 30, attack +22
4th Dimension Door (×2), Phantasmal Killer (×3)
Cantrips (4th) Shield, Telekinetic Projectile
WORKS WELL WITH
CrasherLAND / AERIALExploits frightened enemies whose reduced actions and lowered defenses follow the frightful presence aura.
AnvilLAND / AERIALHolds enemies inside the frightful presence radius while the Prince maintains sustained fear pressure from above.
PUNISHES
✖ low Will✖ non-silver weapons
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run The Shadow Prince in the encounter builder — free, no install.
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