Watchtower Shadow

Level 15
Creature· chaoticUniqueMediumLegacy
AC 36
HP 190
Speed 0 ft.
Fort +21
Ref +29
Will +26
Perc +25
Size Medium
Unique
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 15 (except force, ghost touch, vitality; double vs non magical)
Spells
Innate Divine Spells (DC 36, attack +28)
Languages necril, tien
Senses darkvision
Speeds 0 ft., fly 30 ft.
Skills stealth +33, acrobatics +28
Recall Knowledge religion DC 44

Attacks

Melee Shadow Hand +30/+25/+20(finesse, magical)
Damage: 4d10+10 void

Abilities

Site Boundinteraction

The shadow is tied to its watchtower. A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

Light Vulnerabilitydefensive

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

Rejuvenationdefensive(occult)

When the watchtower shadow is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the shadow and lighting its watchtower's brazier permanently destroys it.

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. 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