SRD:Greater Shadow

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This material is published under the OGL 1.0a.

GREATER SHADOW

Greater Shadow
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 14 (+2 Dex, +2 deflection),, touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d8 Str)
Full Attack: Incorporeal touch +6 melee (1d8 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +7
Abilities: Str —, Dex 15, Con —, Int 6, Wis 12, Cha 14
Skills: Hide +14*, Listen +9, Search +6, Spot +9
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement:
Level Adjustment:

A greater 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.

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.

COMBAT

Shadows lurk in dark places, waiting for living prey to happen by.

Strength Damage (Su): The touch of a shadow deals 1d8 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Skills: 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.

SEE WIKIPEDIA ENTRY: Shade



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