Shadow Creature (3.5e Creature)

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Shadow Creature

CR 9

Neutral Evil Large Outsider (Evil, Extraplanar)
Init/Senses 10/Listen , Spot
AC 21 (+6 Dex, +5 natural), touch 16, flat-footed 15
hp 12d8+12 (66 HD)
Fort/Ref/Will +8/+14/+8
Speed 20 ft. (4 squares)
Melee Claw +18 melee (1d6+4) or
Melee Bite +18 melee (1d6+4)
Base Atk/Grp +12/+20
Special Actions Terrifying Presence, spell-like abilities, Nightborne
Abilities Str 19, Dex 22, Con 10, Int 17, Wis 11, Cha 8
SQ Darkvision 90 ft., outsider traits, spell resistance 18
Feats Improved Initiative, Improved Natural Attack, Improved Toughness, Multiattack, Weapon finesse
Skills Balance +4, Hide +18*, Move Silently +10*, Sense Motive +8, Sleight of Hand +8, Swim -10
Advancement


Ecology

Environment: Shadow Creatures generally live in caves, abandoned buildings, and people's dreams.

Typical Physical Characteristics: Shadow Creatures look like lean, pitch-black, tall men with red eyes.

Alignment: Always Neutral Evil.

Combat

Darkvision (Ex): Shadow Creatures can see in the dark up to 90 ft. Their Darkvision only has the color red, but is otherwise like normal sight, and Shadow Creatures function better with no light at all.

Terrifying Presence (Ex): Shadow Creatures are so terrifying that any creature with fewer HD than a Shadow Creature that looks at one must pass a DC 19 Will save. On a failure, the creature will be petrified with fear. If a creature saves successfully, they are not affected by Terrifying Presence for 24 hours.

Nightborne (Ex): In pitch darkness, a Shadow Creature gets a bonus 10 to its stats, excluding Int, Wis, and Cha.

Night Terrors (Sp): If a sleeping creature fails a DC 19 Will save, a Shadow Creature can enter its dreams. In the creature's dreams, the Shadow Creature is able to physically harm the creature through its dreams. If there is a dreamcatcher over the creature's head when the Shadow Creature does this, the Shadow Creature will be trapped in the dreamcatcher, and will be unable to exit unless/until the dreamcatcher is broken.



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