Greater Shadow

Level 7
Creature· incorporealMediumRemaster
AC
24
HP
75
Speed
0 ft.
Perception
+14
Fort
+11
Ref
+18
Will
+15
Immunities death-effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances all-damage 10
Languages necril
Senses darkvision
Skills stealth +20, acrobatics +16
Other Speeds fly 30 ft.
Recall Knowledge DC 23 (religion)

Attacks

Melee Shadow Hand +18 (finesse, magical), Damage 2d10+6 void

Abilities

Light Vulnerability

Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the Light spell).

Void Healing
Shadow Spawn

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. 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 Shadows

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

Steal Shadow

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


Effect The shadow pulls at the target's shadow, making the creature Enfeebled 2 (Enfeebled 3 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 (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour

Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows.


The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.