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Watchtower ShadowCreature 15


UniqueCEMediumIncorporealUndead
Source Pathfinder #166: Despair on Danger Island
Perception +25 (darkvision)
Languages Necril, Tien
Skills Acrobatics +28, Stealth +33
Str -5, Dex +7, Con +0, Int +0, Wis +4, Cha +6

AC 36; Fort +21; Reflex +29; Will +26;
HP 190
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Shadow Hand One Action +30 (+25, +20) to hit (finesse, magical) 4d10+10 Negative

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.

Site Bound

The shadow is tied to its watchtower.


A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Light Vulnerability

An object shedding magical light (such as from the Light spell) is treated as magical when used to attack the shadow.

Rejuvenation (necromancy, occult)

When the watchtower shadow is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the shadow and lighting its watchtower's brazier permanently destroys it.

Shadow Spawn

When a creature's shadow is pulled free by Steal Shadow, it becomes a Shadow Spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably Clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its Enfeeblement, its shadow returns to it and the shadow spawn is extinguished.

Slink in Shadows

The shadow can Hide or end its Sneak in a creature's or object's shadow.

Steal Shadow One Action (divine, necromancy)

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 1. 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. Enfeebled from Steal Shadow decreases by 1 every hour.


Innate Divine Spells (DC 36, +28 to hit)

5th Level: Darkness (at will)


The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.