Shadow (PFS 3-17)

Level 4
Creature· chaoticMediumLegacy
AC 20
HP 40
Speed 0 ft.
Fort +8
Ref +14
Will +12
Perc +10
Size Medium
Common
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 5 (except force, ghost touch, vitality; double vs non magical)
Languages necril
Senses darkvision
Speeds 0 ft., fly 30 ft.
Skills stealth +14, acrobatics +10
Recall Knowledge religion DC 19

Attacks

Melee Shadow Hand +15/+10/+5(finesse, magical)
Damage: 2d6+3 void

Abilities

Light Vulnerabilitydefensive

An object shedding magical light (such as from the Light spell) is treated as magical when used to attack the shadow.

Shadow Spawnoffensive

When a creature's shadow is pulled free by Steal Shadow, it becomes a Shadow Spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably Clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its Enfeeblement, its shadow returns to it and the shadow spawn is extinguished.

Slink in Shadowsoffensive

The shadow can Hide or end its Sneak in a creature's or object's shadow.

Steal Shadowoffensive(divine)

Requirements The shadow hit a living creature with a shadow hand Strike on its previous action.

The shadow pulls at the target's shadow, making the creature Enfeebled 1 (or Enfeebled 2 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body. Enfeebled from Steal Shadow decreases by 1 every hour.

Description

The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.

Traits