Shadow | Greater Shadow | |
---|---|---|
Size/Type: | Medium Undead (Incorporeal) | Medium Undead (Incorporeal) |
Hit Dice: | 3d12 (19 hp) | 9d12 (58 hp) |
Initiative: | +2 | +2 |
Speed: | Fly 40 ft. (good) (8 squares) | Fly 40 ft. (good) (8 squares) |
Armor Class: | 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 | 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12 |
Base Attack/Grapple: | +1/— | +4/— |
Attack: | Incorporeal touch +3 melee (1d6 Str) | Incorporeal touch +6 melee (1d8 Str) |
Full Attack: | Incorporeal touch +3 melee (1d6 Str) | Incorporeal touch +6 melee (1d8 Str) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | Create spawn, strength damage | Create spawn, strength damage |
Special Qualities: | Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits | Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits |
Saves: | Fort +1, Ref +3, Will +4 | Fort +3, Ref +5, Will +7 |
Abilities: | Str Ø, Dex 14, Con Ø, Int 6, Wis 12, Cha 13 | Str Ø, Dex 15, Con Ø, Int 6, Wis 12, Cha 14 |
Skills: | Hide +8*, Listen +7, Search +4, Spot +7 | Hide +14*, Listen +9, Search +6, Spot +9 |
Feats: | Alertness, Dodge | Alertness, Dodge, Mobility, Spring Attack |
Environment: | Any | Any |
Organization: | Solitary, gang (2-5), or swarm (6-11) | Solitary |
Challenge Rating: | 3 | 8 |
Treasure: | None | None |
Alignment: | Always chaotic evil | Always chaotic evil |
Advancement: | 4-9 HD (Medium) | — |
Level Adjustment: | — | — |
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
Shadows lurk in dark places, waiting for living prey to happen by.
The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics.
The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.