Siora FallowgladeCreature 7
Source Pathfinder #164: Hands of the Devil
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
Speed 0 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10
Light Vulnerability
An object shedding magical light (such as from the Light spell) is treated as magical when used to attack the shadow.
Mark for Death
Requirements Siora can see the target she intends to mark
Effect Siora designates a single target as her mark. She gains a +2 circumstance bonus to Perception checks to Seek her target, and her spectral hand Strikes against her target gain the deadly d8 weapon trait.
Shadow SpawnWhen a creature's shadow is pulled free by Steal Shadow, it becomes a Actor.Shadow Spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow. 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 ShadowsThe shadow can Hide or end its Sneak in a creature's or object's shadow.
Steal Shadow
(divine)Requirement 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 (or 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. Enfeebled from Steal Shadow decreases by 1 every hour.
Divine Innate Spells (DC 25, +17 to hit)
2nd Level: Darkness (At Will)
Shadows that spend long amounts of time on the Shadow Plane 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. 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
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.