Size:
± Man-sized
Type:
± Outsider
Form:
Temper:
# App:
± 1d10, Wild 1d10, Lair 1d10
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 40 ft. (good)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 touch
Circumstance: Combat
1d4 + 1 point Strength loss
Special
Strength Drain
Attack drains 1 point of Strength. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Strength points lost are recovered at a rate of 1 point per turn.
Special
Incorporeal
Cannot be harmed by non-magical weapons.
Special
Not Undead
Despite their strange nature and appearance, shadows are not undead monsters, and thus cannot be Turned by a Cleric.
Environments
any
An incorporeal creature that drains Strength with its touch
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. They lurk in dark places, waiting for living prey to happen by. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Despite their strange nature and appearance, shadows are not undead monsters, and thus cannot be Turned by a Cleric.
A shadow's attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.
Due to their incorporeal nature, shadows cannot be harmed by non-magical weapons.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1
1-4 + special
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Action
touch
1 * touch (1d4 + strength drain)
Special
Surprise
On a 1-5.
Special
Strength drain
Victims lose 1 STR per hit. Recovers after 8 turns. If reduced to 0 STR, the victim becomes a shadow.
Special
Mundane damage immunity
Can only be harmed by magical attacks.
Special
Spell immunity
Unaffected by charm and sleep spells.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
any
Offense
1 Attack
Circumstance: Combat
1d6
Offense
Special Attacks
Circumstance: Combat
Drains strength, dexterity or constitution
Defense
Special Defenses
Circumstance: Combat
+1 or better weapon to hit; immune to cold, poison, and paralysation, as well as sleep, charm, hold and other mental attacks
Treasure
Treasure: 2d10×1,000 sp (10%); 2d6×1,000 ep (15%); 2d4×1,000 gp (45%); 1d6×1,000 pp (33%); 4d8 gems (20%); 2d4 jewellery (8%); any 3 magic items (33%)
Special
Attribute Drain
Melee hit drains 1 point of Str, Dex or Con (random, but same pack drains same attribute). Victim becomes a shadow under attacker's control if attribute reaches zero. Points return after about an hour if not reduced to nil.
Special
Partial Immaterialness
Can only be hit by magic weapons (+1 or better) or certain spells.
Special
Immunities
Immune to cold, poison, paralysation, sleep, charm, hold and other mental attacks.
Special
Nearly Undetectable
Require an 18 or better on a d20 to be aware of them before they attack. Infravision does not detect them as they do not radiate heat, but magical light is sufficient to reveal these horrors.
Special
Nightmare Attack
Some shadows attack victims in their sleep, giving them nightmares from which they never wake, as their physical forms are drained of life.
An incorporeal creature that drains Strength with its touch
Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. Points drained, but not brought to nil, will return to the victim after about an hour, but some shadow attacks take longer to recover from.
Due to their partial immaterialness, they can only be hit by magic weapons or certain spells. Cold attacks are useless, as are sleep, hold, and spells that affect the mind. They are nearly undetectable in their normal conditions, requiring an 18 or better on a d20 to be aware of them before they attack. Infravision does not detect them as they do not radiate heat, but magical light is sufficient to reveal these horrors for what they are.
Some shadows attack victims in their sleep, giving them night-mares from which they never wake, as their physical forms are drained of life by the shadows' horrid tie
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Light Vulnerability
An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.
Ability
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.
Ability
Slink in Shadows
The shadow can Hide or end its Sneak in a creature's or object's shadow.
Ability
Steal Shadow
Circumstance: The shadow hit a living creature with a shadow hand Strike on its
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 (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.
Offense
Melee
Circumstance: combat round (melee)
shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 negative
Trait
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.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Necril
Perception
darkvision
Resistance
all 5 (except force
ghost touch
or positive
Weakness
light vulnerability
Actions/Abilities/Traits: Pathfinder 2e
An incorporeal creature that drains Strength with its touch
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. They lurk in dark places, waiting for living prey to happen by. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Despite their strange nature and appearance, shadows are not undead monsters, and thus cannot be Turned by a Cleric.
A shadow's attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.
Due to their incorporeal nature, shadows cannot be harmed by non-magical weapons.
Basic Fantasy Role-Playing Game
Intelligent, incorporeal (but not undead) monsters that look like shadows. Able to slightly change their shape.
OSE
An incorporeal creature that drains Strength with its touch
Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. Points drained, but not brought to nil, will return to the victim after about an hour, but some shadow attacks take longer to recover from.
Due to their partial immaterialness, they can only be hit by magic weapons or certain spells. Cold attacks are useless, as are sleep, hold, and spells that affect the mind. They are nearly undetectable in their normal conditions, requiring an 18 or better on a d20 to be aware of them before they attack. Infravision does not detect them as they do not radiate heat, but magical light is sufficient to reveal these horrors for what they are.
Some shadows attack victims in their sleep, giving them night-mares from which they never wake, as their physical forms are drained of life by the shadows' horrid tie
OSRIC