Shadowpact ShadowCreature 7
Source Pathfinder Society Scenario #6-09: The Power of Legends
Perception +14 (darkvision)
Languages Necril
Skills Acrobatics +16, Stealth +20
Str -5, Dex +5, Con +0, Int +0, Wis +2, Cha +4
AC 24; Fort +11; Reflex +18; Will +15;
HP 75 (void healing)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances All Damage 10
Light Vulnerability
Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the Light spell).
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.
Deadly StrikerThe shadowpact shadow deals an additional 1d6 precision damage on their next Strike whenever they use an action to Stride 10 or more feet.
Greater Shadow SpawnWhen a creature's shadow is pulled free by Steal Shadow, it becomes a greater shadow spawn under the command of the shadow that created it, using these statistics without Deadly Striker, Steal Shadow, or Unimpeded. This shadow spawn is incurably Clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous greater shadow, gaining Steal Shadow and losing the clumsy condition. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.
Slink in ShadowsThe shadow can Hide or end its Sneak in a creature's or object's shadow.
Steal Shadow
(divine)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 2 (Enfeebled 3 on a critical hit). 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). The enfeebled value from Steal Shadow decreases by 1 every hour.
Unimpeded
Frequency once per day
Effect The shadowpact shadow automatically ends one effect that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them Immobilized, Grabbed, or Restrained, they automatically succeed.
Divine Innate Spells (DC 25, +17 to hit)
2nd Level: Darkness (At Will)
Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows.
The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.
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.
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.