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Umbral DrakeCreature 3

Source Pathfinder Society Scenario #3-06: Struck by Shadows
Perception +7 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +10, Stealth +10, Thievery +10
Str +1, Dex +4, Con +1, Int -1, Wis +0, Cha +2

AC 18; Fort +8; Reflex +11; Will +7;
HP 40
Speed 15 feet (fly 60 feet)
Immunities paralyzed, sleep
Weaknesses Fire 5

Jaws One Action +12 (+7, +2) to hit (finesse) 1d10+5 Piercing
Tail One Action +12 (+8, +4) to hit (agile, finesse) 1d8+5 Bludgeoning


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.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Shadow Blend

The umbral drake's form shifts and blends reflexively with surrounding shadows. It gains an additional reaction each round, but it can use this reaction only for Shadow Evade.

Shadow Evade Reaction

Trigger A creature attacks the umbral drake while it is in an area of dim light

Effect The umbral drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the umbral drake, as if the drake were Hidden for the triggering attack.

Draconic Frenzy Two Actions

The umbral drake makes one bite Strike and two tail Strikes in any order.

Shadow Breath Two Actions (arcane, cold, evocation, shadow)

An umbral drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 4d6 cold damage (DC 20 basic reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +12 counteract modifier.

The umbral drake can't use Shadow Breath again for 1d6 rounds.

Speed Surge One Action

Frequency three times per day

Effect The umbral drake Strides or Flies twice.



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.


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