HellshadowCreature 13
Source Pathfinder #204: Stage Fright
Perception +24 (darkvision)
Languages Common, Diabolic
Skills Acrobatics +25, Intimidation +27, Stealth +25
Str -5, Dex +6, Con +5, Int +4, Wis +5, Cha +8
AC 33; Fort +23; Reflex +25; Will +22;
HP 175 (void healing)
Speed 0 feet (fly 40 feet)
Immunities bleed, death effects, disease, fire, paralyzed, poison, precision, unconscious
Weaknesses Holy 10
Resistances All Damage 10
Brimstone Tendrils
+27 (+23, +19) to hit (agile, finesse, fire, reach 15, sanctified) 3d8+6 FireBrimstone Cloak (aura, divine, fire, sanctified)
10 feet. The hellshadow constantly exudes a cloud of smoke that scorches flesh but leaves other materials unharmed. Living creatures who start their turn in this aura take 2d6 fire damage (DC 30 reflex). On a critical failure, the creature is also Sickened 1.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Clinging Smoke (divine)A creature that takes damage from the hellshadow's brimstone tendrils Strike has coils of the creature's smoke solidify around their body, impeding movement. The creature must attempt a DC 33 reflex save.
Critical Success The creature is unaffected.
Success The smoke solidifies as it coils around their limbs, imposing a –5-foot status penalty to all Speeds until the end of the creature's next turn.
Failure As success, except –10 feet to speed and the creature is also Clumsy 1 until the end of their next turn.
Critical Failure As failure, except the creature is also Slowed 1 until the end of their next turn.
Effect: Clinging Smoke
Divine Innate Spells (DC 33, +25 to hit)
Cantrips (7th Level): Divine Lance, Void Warp
3rd Level: Crisis of Faith
5th Level: Divine Immolation, Shadow Blast (Fire or Spirit only)
7th Level: Divine Decree
When a group of diabolists or worshippers of an archdevil come to an ignominious end, their souls can sometimes be caught between life and death, unable or unwilling to pass on to the afterlife due to the humiliation of their untimely deaths. When enough closely-associated worshippers whose souls aren't already claimed in existing contracts meet such a fate, the spiritual "weight" of this shame can cause them to merge into a conglomeration of infernally-infused spirits—a hellshadow.
Hellshadows look like a bank of fire and smoke, yet the flames themselves are made of distorted bodies and faces. Although made of multiple souls, a hellshadow is a singular creature with one mind and typically one goal: to defeat as many enemies of their faith as they can in order to repay the shame of their humiliating deaths.
Why Only Hell?
The nature of diabolic worship and the strict rules involved are a big part of the psychology of humiliation that causes devil worshippers to become hellshadows. This same mix of conditions is rarer among other fiendish cults, who are more likely to become more common undead after such a death. Non-diabolic– themed hellshadows are all but unknown as a result.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
IncorporealAn 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 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's 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, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.