Shadowpact Shadow
Level 7Attacks
Abilities
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).
The shadowpact shadow deals an additional 1d6 precision damage on their next Strike whenever they use an action to Stride 10 or more feet.
When a creature's shadow is pulled free by Steal Shadow, it becomes a greater shadow spawn under the command of the shadow that created it, using these statistics without Deadly Striker, Steal Shadow, or Unimpeded. This shadow spawn is incurably Clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous greater shadow, gaining Steal Shadow and losing the clumsy condition. If the creature recovers from its enfeeblement, its shadow returns
The shadow can Hide or end its Sneak in a creature's or object's 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
Frequency once per day
Effect The shadowpact shadow automatically ends one effect that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them Immobilized, Grabbed, or Restrained, they automatically succeed.
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.