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Shadow GuardianCreature 4


UncommonNELargeConstructMindlessShadow
Source Pathfinder Society Scenario #3-06: Struck by Shadows
Perception +11 (darkvision)
Languages none
Skills Athletics +12
Str +4, Dex +0, Con +5, Int -5, Wis +0, Cha -5

AC 21 17 when broken); construct armor;; Fort +14; Reflex +8; Will +8;
HP 46 (Hardness 7)
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Shadow Staff One Action +13 (+8, +3) to hit (magical, reach 10) 1d10+8 Bludgeoning
Fist One Action +13 (+8, +3) to hit (magical) 1d8+6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Construct Armor (Hardness 7)

Like normal objects, a shadow guardian has Hardness. This Hardness reduces any damage the guardian takes by an amount equal to the Hardness. Once a shadow guardian is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 17 when broken.

Disorienting Shadows (necromancy, occult, shadow)

When a shadow guardian hits with its staff, a mote of shadow clings to the target. The target must succeed at a DC 18 fortitude save or become Clumsy 1 and take a -1 status penalty to Perception checks involving sight as long as the mote remains. The target can use an Interact action to remove the mote. On a critical failure, the target must use two total Interact actions to remove the mote. Otherwise, the mote vanishes after 1 minute.

Shadowcloak One Action (illusion, occult, shadow)

The shadow guardian becomes shrouded in shadows and becomes Concealed. As the nature of this effect leaves the guardian's location obvious, it can't use this concealment to Hide or Sneak. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.

Shadow

This magic involves shadows or the energy of the Shadow Plane.