Shadow GuardianCreature 4
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
Speed 20 feet
Shadow Staff
+13 (+8, +3) to hit (magical, reach 10) 1d10+8 BludgeoningFist
+13 (+8, +3) to hit (magical, unarmed) 1d8+6 BludgeoningConstruct 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 (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
(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
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Traits
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.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, 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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
ShadowThis magic involves shadows or the energy of the Netherworld.