Fetchling
This gaunt man appears drained of color, like a person viewed at twilight or in a dark alley.
Fetchlings are descended from generations of humans trapped on the Plane of Shadow. Infused with the essence of that plane, they are more and less than human, and often serve as middlemen in planar trade and politics. Other than their yellow eyes, their flesh has no color—it is either stark white, midnight black, or a shade of gray. On the Material Plane, they conceal themselves with heavy clothing or dim light so they can work without prejudice. The name “fetchling” is a human word; their own name for their race is kayal, meaning “shadow people.” A fetchling stands 6 feet tall, but is generally lithe and wiry of frame, weighing only 150 pounds. Fetchlings live as long as half-elves.
Fetchling rogue 1
N Medium (native)
Init +3; Senses 60 ft., ; Perception +3
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will –1
Defensive Abilities shadow blending; cold 5, electricity 5
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4+1/19–20)
Special Attacks sneak attack +1d6
(CL 1st; concentration +3)
1/day—disguise self (humanoid only)
STATISTICS
Str 13, Dex 17, Con 14, Int 8, Wis 8, Cha 14
Base Atk +0; +1; CMD 14
Feats Weapon Finesse
Skills Appraise +3, Bluff +6, Diplomacy +6, Knowledge (local) +3, Knowledge (planes) +2, Perception +3, Sense Motive +3, Stealth +7
Racial Modifiers +2 Knowledge (planes), +7 Stealth
Languages Common
SQ trapfinding +1
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, guild (3–12), or enclave (13–30 plus 1–4 2nd–4th level rogue spies, 1–4 2nd–4th level sorcerers, and 1 3rd–6th level fighter/rogue leader)
Treasure NPC gear (chain shirt, dagger, other treasure)
SPECIAL ABILITIES
Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Augur
A single eye peers from behind the armor plates and keen-edged blades that compose the cage-like exterior of this tiny flying orb.
Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common—as well as most despicable—kytons on the Plane of Shadow. Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack. While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. Many augurs cannot help but indulge themselves when exposed to gore—rolling within and dipping their blades into freshly spilled pools—an unfortunate trait which has led many careless augurs to their capture or doom. An augur’s gruesome appearance is not always self-inflicted. They are sometimes constructed by other kytons who seek to impose an everlasting punishment upon a particularly unwilling mortal sacrifice; the defiant individual’s body is cast aside for scraps as its mind and soul are transferred into the monocular shell, producing an augur when the ritual is complete. Augurs are the least pragmatic type of all kytons, and thus the least respected among their peers. The condemnation of an individual’s spirit to the cage-like body of a kyton augur is the precedent for a truly agonizing and lonely existence. A lawful evil spellcaster can gain an augur as a familiar at 7th level by taking the Improved Familiar feat. A typical augur kyton is 1 foot in diameter and weighs 30 pounds.
LE Tiny (, , kyton, )
Init +7; Senses 60 ft., deathwatch; Perception +7
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 19 (3d10+3); 2 (good weapons and spells, silver weapons)
Fort +2, Ref +8, Will +4
5/good or silver; cold
OFFENSE
Speed 20 ft., 50 ft. (perfect)
Melee gore +4 (1d4–1 plus bleed)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks (1d2), unnerving (30 ft., DC 9)
(CL 6th; concentration +4)
Constant—deathwatch
At will—bleed (DC 8), mage hand, open/close
3/day—inflict light wounds (DC 9)
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str 8, Dex 17, Con 12, Int 13, Wis 12, Cha 7
Base Atk +3; +4; CMD 13 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +4, Escape Artist +9, Fly +15, Intimidate +4, Perception +7, Sense Motive +7, Sleight of Hand +9, Stealth +17
Languages Common, Infernal (cannot speak)
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, pack (3–5), or squad (6–8)
Treasure standard
SPECIAL ABILITIES
Unnerving Gaze (Ex) A creature that succumbs to an augur’s unnerving gaze becomes shaken for 1 round.
D’Ziriak
This four-armed creature looks like a cross between a human and a black and ochre termite. Its body and arms display glowing runes.
Natives of the Plane of Shadow, d’ziriaks are a mysterious race of human-sized insectoids. From their partially buried hive cities rise spires and steeples adorned with alchemical fire and illusory flame, dim beacons of sanctuary in the foreboding twilight. The d’ziriaks remain staunchly neutral in most affairs, and are typically happy to converse with travelers via their eerie telepathy (their own language of buzzes and chitters is an obscure one known by few outside their race), but their unknown, obscure goals lead most others to regard this race with caution. The average d’ziriak is 7 feet tall and has four arms, two legs, a termite-like abdomen, and a mandibled visage somewhere between that of insect and human. Two of its arms are large and possess sharp claws, while the other two are relatively small and used for fine manipulations, not combat. Strangely for a race native to the realm of shadows, the d’ziriaks have a colorful collection of runic shapes, almost like glowing tattoos, upon their chitinous flesh. These runes help to denote what role in d’ziriak society each of these beings serves. D’ziriaks rarely travel off the Plane of Shadow except on orders of their rulers, and prefer to live their lives out in their hive cities. They remain open to trade and diplomacy with any brave enough to travel the Plane of Shadow, and are valued by many both on and off their plane for their artisans’ ability to weave light into tangible art and create weapons of great quality and beauty.
N Medium ()
Init +2; Senses 120 ft., ; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d10+4)
Fort +2, Ref +6, Will +6
OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d6+1 plus )
Special Attacks dazzling burst
(CL 3rd; concentration +6)
1/day—plane shift (self only, to Plane of Shadow only)
STATISTICS
Str 13, Dex 15, Con 12, Int 13, Wis 14, Cha 16
Base Atk +4; +5 (+9 grapple); CMD 17
Feats Combat Reflexes, Weapon Focus (claw)
Skills Climb +8, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Sense Motive +9, Stealth +9, Survival +7, Use Magic Device +8
Languages D’ziriak; 100 ft.
SQ glow
ECOLOGY
Environment any land (Plane of Shadow)
Organization solitary, pair, swarm (3–20), or hive (21–100)
Treasure standard
SPECIAL ABILITIES
Dazzling Burst (Su) Once per day, a d’ziriak can cause its body to flare with intense, colorful light as a swift action. Non-d’ziriaks within a 20-foot radius must make a DC 13 Fortitude save or be dazzled for 1 minute. After using this ability, the d’ziriak’s brilliant glow is extinguished for 24 hours. This ability is a light effect, and creatures that cannot see are immune to it. The save DC is Constitution-based.
Glow (Ex) The colorful runes that decorate a d’ziriak’s body create dim light in a 20- foot radius from its body.
Gloomwing
This immense moth has huge purple wings marked with spiraling black patterns that seem to shift and writhe.
Gloomwings are strange, moth-like natives of the Plane of Shadow. Despite their appearance, they are not vermin and possess a crude but serviceable intelligence. While gloomwings can be conjured via spells like lesser planar ally or lesser planar binding to serve as guardians or even mounts, occasionally a gloomwing will slip through a tear in the fabric of the planes and make the journey to the Material Plane on its own. A gloomwing loose on the Material Plane is active for 2 to 3 hours at dawn and again for 2 to 3 hours at dusk, preferring to spend the remaining hours of the day hiding in abandoned buildings, caves, or deep canyons or foliage where the shadows are thickest. During its periods of activity, it flies through the sky on the hunt for creatures to attack and implant its eggs in— the gloomwing does not need to eat, leaving this urge to propagate its species as its primary drive. For all the dangers a gloomwing presents, it is the creature’s young that pose the gravest threat. These creatures are known as tenebrous worms, and despite being the larval form of the adult gloomwing, are much more dangerous creatures. The fact that a gloomwing can lay several eggs a day if presented with enough living hosts makes them dangerous not for what they can inf lict themselves, but for what they can spawn.
N Large ()
Init +3; Senses 60 ft.; Perception +8
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 37 (5d10+10)
Fort +3, Ref +7, Will +5
OFFENSE
Speed 10 ft., 40 ft. (good)
Melee bite +6 (1d8+2), 2 claws +6 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks confusion, implant, pheromones
STATISTICS
Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Base Atk +5; +8; CMD 21
Feats Ability Focus (confusion), Flyby Attack, Hover
Skills Fly +5, Perception +9, Stealth +7 (+11 in dim light)
Racial Modifiers +4 Stealth in dim light
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary
Treasure none
SPECIAL ABILITIES
Confusion (Su) The eerie shifting of patterns on a gloomwing’s wings is hypnotic—any creature within 30 feet that does not avert its gaze from the gloomwing must make a DC 14 Will save at the start of each turn or become confused for 1 round. This is a mind-affecting effect— gloomwings and tenebrous worms are immune to this effect. The save DC is Charisma-based.
Implant (Ex) A gloomwing can lay eggs inside a Small or larger helpless or dead creature as a full-round action that provokes attacks of opportunity. A creature implanted with gloomwing eggs must make a DC 14 Fortitude save each morning to avoid suffering 1d4 points of Constitution damage. Within 24 hours of a creature’s death from this damage, 1d4 young tenebrous worms emerge from the corpse, devouring it completely in the process. The eggs can be destroyed via any effect that cures disease, but the eggs themselves are not treated as a disease for purposes of what creatures are immune to this effect. The save DC is Constitution-based.
Pheromones (Su) After the first round of combat, a gloomwing can emit a strange, musky scent in a 30-foot radius as a free action. All creatures within this area (save for other gloomwings or tenebrous worms) must make a DC 14 Fortitude save each round to avoid becoming weakened by the pheromones. Once a creature fails a save against this effect, it takes a –4 penalty to its Strength score—this penalty lasts for as long as the battle continues and for 1 hour thereafter. Lesser restoration or any other effect capable of healing ability damage immediately removes this Strength penalty. The save DC is Constitution-based.
Shae
A white porcelain mask and elegant white clothing provide form and contrast to this shadowy woman’s body.
The mysterious people known as the shaes are natives of the Shadow Plane. In their own language, their name means “unbound” or “unfettered.” According to shae history, they were once humanoids who through tireless study and self-perfection managed to transcend the bonds of a definite form. Though they still bear roughly humanoid shapes, shaes’ outlines are perpetually wispy and impossible for any non-shaes to focus directly on. Though shaes may engage in all the same pursuits and professions as other humanoids, their overwhelming racial pride often leads them to see all other humanoids— especially humans—as lesser beings. Ironically, this casual disdain sometimes leads individual shaes to gather harems of worshipful human consorts, and it is from these unions that fetchlings often issue. Humans involved in such relationships often hope to learn the secret of the shaes’ power over shadows, and claim that only in sacred union with the creatures can one glimpse their true features. Shaes are roughly 6 feet tall and weigh 100 pounds. They often wear masks and form-fitting clothing when around other creatures in order to give the lesser beings something to focus on (such garments do not impede their blur ability).
N Medium ()
Init +6; Senses 60 ft., ; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 38 (4d10+16)
Fort +8, Ref +7, Will +7
Defensive Abilities , blur; cold
OFFENSE
Speed 30 ft.
Melee mwk falchion +8 (2d4+4/18–20 plus 1d6 cold) or touch +7 (1d6 cold)
(CL 4th; concentration +7)
Constant—blur
At will—lesser shadow evocation (DC 16)
STATISTICS
Str 16, Dex 22, Con 18, Int 21, Wis 13, Cha 17
Base Atk +4; +7; CMD 23
Feats Combat Expertise, Iron Will
Skills Acrobatics +13, Bluff +10, Diplomacy +10, Disguise +10, Intimidate +7, Knowledge (arcana) +9, Knowledge (planes) +12, Perception +8, Sense Motive +8, Stealth +13 (+23 in regions of dim light or darkness), Use Magic Device +10
Racial Modifiers +10 Stealth in regions of dim light or darkness
Languages Aklo, Common, Shae
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, or ascendance (3–12)
Treasure standard (masterwork falchion, other treasure)
SPECIAL ABILITIES
Cold (Su) A shae’s touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A shae can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals.
Lesser Shadow Evocation (Sp) This spell-like ability functions identically to the spell shadow evocation, but it can only create quasi-real versions of sorcerer or wizard evocation spells of 2nd level or lower. This spell-like ability is the equivalent of a 3rd-level spell.
Ostiarius
Cloaked in shadows, every curve and sculpted muscle of this creature suggests some new gasping pleasure or titillating torture.
Ostiariuses mind the gate between the world of mortals and the delights of the Plane of Shadow. Their role is twofold: admitting their brethren onto the Material Plane and—more insidiously— convincing mortals to willingly journey with them to their shadowed homeland. They are the emissaries of their race, encouraging susceptible mortals to abandon their tired philosophies and embrace the possibilities of a realm of inscrutable darkness. Most proudly stand over 6 feet tall, though their weights range from exceedingly light to grossly heavy.
LE Medium (, , kyton, )
Init +6; Senses 60 ft.; Perception +16
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 shield)
hp 52 (7d10+14); 2 (good weapons and spells)
Fort +7, Ref +4, Will +11
cold, magic missile
OFFENSE
Speed 30 ft.
Melee 2 touches +2 (1 plus bleed)
Special Attacks (1d6), compel courage, unnerving (30 ft., DC 19)
(CL 7th; concentration +11)
Constant—shield
At will—calm emotions (DC 16), darkness, enthrall (DC 16), major image (DC 17)
3/day—crushing despair (DC 17), shadow walk, silence (DC 16)
1/day—plane shift (DC 21; to the Material Plane and the Plane of Shadow only, lawful evil creatures only), shout (DC 18)
STATISTICS
Str 10, Dex 15, Con 14, Int 19, Wis 18, Cha 19
Base Atk +7; +7; CMD 19
Feats Alertness, Blind Fight, Improved Initiative, Iron Will
Skills Bluff +14, Diplomacy +14, Escape Artist +9, Heal +14, Intimidate +14, Knowledge (planes) +14, Perception +16, Perform (oratory) +14, Sense Motive +16, Stealth +12
Languages Common, Infernal; 100 ft.
SQ shadow traveler
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, or synod (5–9)
Treasure standard
SPECIAL ABILITIES
Compel Courage (Ex) An ostiarius can inspire courage as a 5th-level bard using bardic performance, granting a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. This ability has a range of 50 feet and affects those creatures the ostiarius chooses who also willingly accept the benefits of the effect (no saving throw required). The ostiarius’s performance compels creatures to perform at dangerous extremes. Any living non-outsider that benefits from this ability takes 1 point of bleed damage. A creature that accepts these benefits for multiple consecutive rounds gains additional points of bleed damage that stack with one another (to a maximum of 5). This is an audible, mind-affecting effect and can be countered by a bard’s countersong class feature.
Shadow Traveler (Ex) When an ostiarius uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an ostiarius uses shadow walk, it moves at 100 miles per hour.
Unnerving Gaze (Ex) A creature that succumbs to an ostiarius’s unnerving gaze becomes sickened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Shadow Mastiff
This muscular canine has a maw full of sharp teeth and an inky black coat that almost seems to drink in the light around it.
Tireless hunters, stealthy trackers, and deadly predators, shadow mastiffs stalk the dark corners of the Outer Planes, preying upon all beings that stray from the light. These beasts have little in common with actual canines aside from their general forms (although with the notable addition of a long, spiked tail), their bodies being the evolution of countless centuries hunting the most merciless wildernesses of the Outer Planes and the Shadow Plane. On the Material Plane, they prefer to travel in shadow, moving soundlessly and unseen to find prey, hunting in vicious sport just as often as in hunger. Shadow mastiffs stand over 4 feet tall, with most weighing nearly 300 pounds. In combat, these stealthy beasts prefer to fight in shadows; they shy from areas of bright light unless faced with no other choice and use their bay to force their enemies to flee from well-lit areas. Shadow mastiffs prefer to hunt in groups, using pack tactics to lure prey into traps and to draw it away from sources of light. They do not make lairs, and are usually not found with any sort of treasure, unless it is on the body of a recently slain victim. Shadow mastiffs are popular guardians among spellcasters capable of conjuring them via lesser planar ally or lesser planar binding. Undead spellcasters and evil outsiders are immune to shadow mastiffs’ fearful bay; others who are not immune might intentionally expose themselves to the creatures’ bay at some point during the daylight hours when the resulting panic won’t directly impact other tasks. As a general rule, it’s safe to assume that any site using shadow mastiffs as guardians has already been affected by the bay, and that its inhabitants are thus immune to the ability’s effects for the remaining 24 hours of that day. Larger shadow mastiffs exist—creatures the size of horses or even bigger. These creatures have different shapes, looking less like dogs and more like larger creatures such as lions, dinosaurs, or even dragons. Such creatures have additional racial Hit Dice, and could even have extra abilities such as flight or breath weapons.
NE Medium (, )
Init +6; Senses 60 ft., ; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend
OFFENSE
Speed 50 ft.
Melee bite +10 (1d8+4 plus trip), tail slap +5 (1d6+2)
Special Attacks bay
STATISTICS
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
Base Atk +6; +10; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +11, Survival +10
Languages Common (cannot speak)
ECOLOGY
Environment any
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Bay (Su) When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based and includes a +2 racial bonus.
Shadow Blend (Su) In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.
Kyton Evangelist
Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.
Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Although some are known to live in Hell, kytons exist outside of the hierarchies established by Asmodeus and his archdevils and can often be found on other planes, particularly on the Plane of Shadow. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches. The kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race—the kyton presented here but the result of unholy dalliances with their unfortunate victims.
LE Medium (, , kyton, )
Init +7; Senses 60 ft.; Perception +14
DEFENSE
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 60 (8d10+16); 2 (good weapons and spells, silver weapons)
Fort +8, Ref +9, Will +3
5/silver or good; cold; 17
OFFENSE
Speed 30 ft.
Melee 4 chains +11 (2d4+2)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains, unnerving
STATISTICS
Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12
Base Atk +8; +10; CMD 23
Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)
Skills Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14
Languages Common, Infernal
SQ chain armor
ECOLOGY
Environment any
Organization solitary, pair, link (3–6), or chain (7–20)
Treasure standard
SPECIAL ABILITIES
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Owb
This thing looks like a skeletal human torso coated in liquid shadow, obscuring its bones but clearly revealing its shape.
An owb is a sinister visitor from the Shadow Plane, a creature resembling a humanoid torso draped in darkness. Alien in nature, this mysterious shade never speaks audible words, but it constantly uses its telepathy to project mumbles of curses and threats into the minds of those it encounters. The race’s closest relationship is with the dark folk, who worship owbs as proxies to gods of the shadows. Most dark folk believe the first of their kind were created by owbs—or more powerful owb-like beings. An owb despises any light other than the dim flicker created by its burning cold ability, and shrinks from its presence. It often seeks to destroy those who bring light near it, relentlessly attacking the perpetrators until its enemies flee or die. An owb usually keeps its presence hidden from mortals. Lurking nearby, the shadowy creature listens in on nearby thoughts, always searching for a collection of fears and worries it can capitalize on for its own machinations. It may serve as an intermediary between doppelgangers on the surface world and dark folk in subterranean lands. An owb associated with a tribe of dark folk may scrutinize newborns and tune the children’s connection to the Shadow Plane so they eventually grow into a different type of dark folk than the type they were born (allowing a dark creeper to become a dark stalker, and so on). An owb loves manipulation and runs conspiratorial plots involving denizens of the Shadow Plane and those of the Material Plane. An owb or cabal of owbs may control entire clans of dark folk, and use them as spies and pawns in some inscrutable plan. Though most of an owb’s form measures only 3-1/2 feet tall, it typically floats so its head is level with that of a Medium humanoid. Deceptively light, an owb weighs only 20 pounds.
NE Medium ()
Init +10; Senses 60 ft., ; Perception +13
DEFENSE
AC 17, touch 17, flat-footed 10 (+6 Dex, +1 dodge)
hp 76 (8d10+32); 2
Fort +10, Ref +8, Will +8
cold
Weaknesses
OFFENSE
Speed 5 ft., 60 ft. (perfect)
Melee 2 claws +12 (1d8+4 plus 1d6 cold)
Ranged burning cold +14 touch (3d6 cold)
Special Attacks ing cold, curse of darkness
(CL 8th; concentration +11)
Constant—blur
At will—deeper darkness, detect thoughts, dust of twillight (DC 15)
5/day—shadow step
1/day—plane shift (self only, to or from the Shadow Plane only)
STATISTICS
Str 18, Dex 22, Con 19, Int 11, Wis 15, Cha 16
Base Atk +8; +12; CMD 29
Feats Dodge, Flyby Attack, Improved Initiative, Point-Blank Shot
Skills Bluff +12, Diplomacy +11, Fly +18, Knowledge (planes) +11, Perception +13, Sense Motive +13, Spellcraft +7, Stealth +17
Languages Dark Folk (can’t speak); 100 ft.
ECOLOGY
Environment any land or underground (Plane of Shadow)
Organization solitary or cabal (2–4)
Treasure none
SPECIAL ABILITIES
Burning Cold (Su) As a standard action, an owb can conjure a ball of flickering flames and hurl it at an opponent. The flames can be thrown as a ranged touch attack at a range of 120 feet with no range increment, and deal 3d6 points of cold damage.
Curse of Darkness (Su) With a touch, an owb can make bright light unbearable to the victim. Any creature touched must succeed at a DC 17 Fortitude save or gain the light blindness weakness. This ability also robs the victim of its coloration, leaving the creature and its equipment in washed-out shades of gray. This effect can be removed with break enchantment or remove curse, unless the target has the dark folk subtype, in which case the effect can only be removed by wish or similar magic. The save DC is Charisma-based.
Svartalfar
This hairless, black-skinned elf like creature has an expressionless face and wields an eerie ebon sword.
The ancestors of the svartalfars were exiled from their primordial home for grave crimes that no fey will speak of. Fleeing to the Shadow Plane, they formed assassin clans, and now they hire their services to any who pay them. Their payment must be in secrets, bits of occult science, and obscure information to add to their huge, dark libraries in underground warrens hidden away on the Shadow Plane. Svartalfars are extremely interested in knowledge about the realm of the fey. Many fear the svartalfars are searching for a way to finally take their revenge upon those who expelled them. These cold, calculating killers are not swayed by whimsy or deeper passions. They pride themselves on their pitilessness and inability to be bribed or dissuaded from ending a target’s life once they’ve been contracted to do so. Once an assassination is paid for, it’s the duty of all the svartalfars of a clan or cabal to make sure it gets done. If a clan or cabal fails, another one will finish the job. Svartalfars seem to feel no love or real friendship. All of their actions are committed for practical reasons—political gain, procreation, or relieving boredom. Focused and utterly unyielding, they are considered by many to be the perfect killers, and their tenacity and mastery over magic and shadows are a death sentence for anyone who has been marked as their quarry.
LE Medium ()
Init +5; Senses 120 ft., ; Perception +18
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 84 (13d6+39)
Fort +6, Ref +13, Will +12
10/cold iron; cold 10, electricity 10; 19
Weaknesses
OFFENSE
Speed 40 ft.
Melee +1 longsword +9/+6 (1d8+4/19–20)
Special Attacks bane, quickened spell strike, sneak attack +3d6
(CL 13th; concentration +18)
At will—chill touch (DC 16), corrosive touch
3/day—frigid touch, shadow step, vanish
1/day—force punch (DC 18), greater invisibility, ray of exhaustion (DC 18)
STATISTICS
Str 12, Dex 21, Con 17, Int 18, Wis 14, Cha 21
Base Atk +6; +11; CMD 22
Feats Agile Maneuvers, Combat Casting, Iron Will, Skill Focus (Stealth), Stealthy, Vital Strike, Weapon Focus (longsword)
Skills Acrobatics +21 (+25 when jumping), Bluff +21, Escape Artist +25, Intimidate +18, Knowledge (nature) +20, Knowledge (planes) +17, Perception +18, Sense Motive +18, Sleight of Hand +21, Stealth +31
Racial Modifiers +4 Acrobatics when jumping
Languages Aklo, Common, Elven, Sylvan
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, cabal (3–12), or clan (10–30)
Treasure NPC gear (+1 longsword, other treasure)
SPECIAL ABILITIES
Bane (Su) Once per day as a swift action, a svartalfar can imbue one of its weapons with the bane weapon special ability. It must select one creature type (and subtype, if choosing humanoid or outsider) when it uses this ability. This lasts for 1 hour. This ability only functions while the svartalfar wields the weapon.
Quickened Spell Strike (Su) Three times per day as a free action after hitting with a melee weapon, a svartalfar can cast and deliver one of the following of its spell-like abilities through the weapon: chill touch, corrosive touch, force punch, frigid touch, or ray of exhaustion. If the attack is a critical hit and the spell-like ability deals damage, it deals double damage.
Tenebrous Worm
This pallid beast clatters upon dozens of small legs. Writhing bristles twitch on its back, and its shadow seems strangely mobile.
The caterpillar-like tenebrous worm is a voracious predator that hungers for mortal flesh. The tenebrous worm is the larval stage of the gloomwing—but in a strange reversal, these younger creatures are more dangerous than the adults they grow into. A native of the Plane of Shadow, a tenebrous worm hatches from the body of an unfortunate creature that has been implanted with an egg by a gloomwing. The tenebrous worm is fully grown upon hatching, and immediately begins to scour its environs for flesh to consume. Although the tenebrous worm tends to be relatively pale-colored, its internal organs seethe and roil with shadowy energies and dark fluids. As the creature feeds, these shadowy innards begin to grow out of its body, forming strange bristle-like filaments of semisolid shadowstuff not only capable of piercing the flesh of those who would attack the worm, but also possessing a deadly paralytic poison. Additional shadowy fluids constantly seep from the worm’s mandibles—when it bites prey, these fluids melt flesh into shadows that the creature can then consume. When a tenebrous worm feeds on enough of this shadowy flesh, the creature seeks out a secluded, shady area (typically just within a cave entrance or in a ruined building) and spins a shadowy cocoon around itself. A tenebrous worm’s cocoon exudes the effects of a darkness spell (CL 8th), muting the surrounding light. After a period of several days, the cocoon tears open and a fully grown gloomwing emerges, ready to seek a host for its eggs.
N Medium ()
Init +7; Senses 60 ft.; Perception +14
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 105 (10d10+50)
Fort +14, Ref +6, Will +8
Defensive Abilities bristles; acid
OFFENSE
Speed 20 ft.
Melee bite +14 (2d6+4 plus 6d6 acid)
Special Attacks poison
STATISTICS
Str 17, Dex 16, Con 20, Int 2, Wis 13, Cha 7
Base Atk +10; +13; CMD 26 (can’t be tripped)
Feats Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Weapon Focus (bite)
Skills Perception +14 Stealth +16
ECOLOGY
Environment any land (Plane of Shadow)
Organization solitary, pair, or swarm (3–6)
Treasure none
SPECIAL ABILITIES
Acid (Su) The acid of a tenebrous worm’s bite affects only organic matter—as it dissolves creatures, it converts their flesh to shadow that swiftly fades away, leaving raw, jagged wounds behind. In dim light, acid damage dealt by a tenebrous worm’s bite increases to 8d6 points of damage, while in darkness or bright light, the acid damage is reduced to 4d6.
Bristles (Su) Long bristles of shadowstuff extend from between the tenebrous worm’s armor plates. These bristles react swiftly to attacks, stabbing at any creature that attempts to harm the worm. Each time a creature attacks a tenebrous worm, it must make a DC 18 Reflex save to avoid being punctured by several bristles. Each time a creature is punctured by these bristles, it takes 1d4 points of piercing damage and is exposed to the tenebrous worm’s poison. A creature that grapples a tenebrous worm is automatically hurt by these bristles. The save DC to avoid the bristles is Dexterity-based.
Poison (Su) Bristles—injury; save Fort DC 20, frequency 1/round for 6 rounds, effect paralysis for 1d4 rounds plus 1d2 Con (the duration of the paralysis is cumulative with each failed save), cure 2 consecutive saves. The save DC is Constitution-based.
Sacristan
Chains and piercings torture this being’s bloodless flesh. The greatest violations invade its face and mouth.
Every kyton considers itself some manner of artiste, working and reworking its avant-garde visions in various mediums—f lesh, minds, darkness, and others both natural and fragile. But for every masterpiece, there are countless failures. Sacristans number among the most useful failures of the kyton race. Born from scraps of imperfect flesh, bent chain, and scarred minds, sacristans are bound together by kyton sculptor-surgeons. They lack the burden of free will, and their minds are etched with the ability to serve, making them utterly obedient to other kytons. While much more than automatons, sacristans are a potent slave caste, one manufactured to take ecstatic pleasure from serving their brethren. Their other blessing is a miniature, permanent portal to the Shadow Plane sealed within their mouths. Kept restrained, this portal endlessly howls the music of the kytons’ realms of shadowed torture and veiled delights. When threatened, sacristans burst open their mouths and allow the song of their collective race to seduce their foes in a way these brutes never could. Sacristans vary in their appearance, but always look like tortured and maimed humanoids, often with redundant or absent features. They typically stand between 6 and 8 feet tall and weigh from 80 to 160 pounds.
LE Medium (, , kyton, )
Init +3; Senses 60 ft.; Perception +17
DEFENSE
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 126 (12d10+60); 5 (good spells and weapons, silver)
Fort +13, Ref +7, Will +10
10/silver or good; cold; 21
OFFENSE
Speed 30 ft.
Melee mwk spiked chain +18/+13/+8 (2d4+7) or 2 claws +17 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Special Attacks shadow scream, unnerving (30 ft., DC 18)
STATISTICS
Str 20, Dex 16, Con 21, Int 13, Wis 14, Cha 15
Base Atk +12; +17 (+19 bull rush); CMD 30 (32 vs. bull rush)
Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Power Attack
Skills Acrobatics +15, Bluff +17, Climb +17, Intimidate +17, Perception +17, Sense Motive +17, Stealth +18
Languages Common, Infernal
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, bodyguard (1d4 plus 1 kyton of lower CR [usually an ostiarius]), or entourage (2d6 plus 1 kyton of higher CR)
Treasure standard
SPECIAL ABILITIES
Shadow Scream (Su) Once per hour as a standard action, a sacristan can burst the bonds sealing its mouth and unleash a cacophony of darkness and soul-shaking howls from the pits of the Shadow Plane. The area within 25 feet of the sacristan is affected by deeper darkness. All creatures within the area are deafened for as long as they remain in the area and must succeed at a DC 18 Will save or be confused. The confusion effect lasts for as long as the creature is in the shadow scream’s area of effect and for 1d4 rounds after leaving. Any creature that falls unconscious while under the effects of this confusion effect must succeed at an additional DC 18 Will save or be afflicted by a random insanity. A sacristan’s shadow scream lasts for 3 rounds and remains centered on the kyton even if it moves. The sacristan can end the shadow scream at will. The scream also ends if the sacristan is killed or is affected by the spell dimensional lock, which prevents this ability’s use for as long as the spell in effect. The save DCs are Charisma-based.
Unnerving Gaze (Ex) A creature that succumbs to an augur’s unnerving gaze becomes staggered for 1 round.
Interlocutor
At the core of this multi-limbed monstrosity of claws and blades struggles a glistening mass of veins, organs, and twisted flesh.
Interlocutors are the self-proclaimed surgeon-sculptors among kytons, viewing their practice as more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. Their ability to heal the damage they inf lict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor’s victim, death is a mercy that is rarely offered. Nowhere is the interlocutor’s mastery of flesh more apparent than in their bodies, for their apotheosis from mortal into kyton involves the shedding of useless parts down to a tangle of nerves, veins, and various organs. These are then incorporated into bodies made of semiliving metal fashioned from raw shadowstuff harvested in strange reaches of the Plane of Shadow, giving the kyton a terrifying body. Periodically, an arm or other “leftover” limb is retained by the kyton, but only in the same way someone might retain ownership of a treasured piece of jewelry as a keepsake or memento. Some interlocutors retain nothing of their old bodies of flesh save the brain, nerves, and portions of their circulatory system. Interlocutors are 9 feet tall and weigh 800 pounds.
LE Large (, , kyton, )
Init +7; Senses 60 ft.; Perception +23
DEFENSE
AC 26, touch 13, flat-footed 22 (+3 Dex, +1 dodge, +13 natural, –1 size)
hp 147 (14d10+70); 5 (good weapons and spells, silver weapons)
Fort +14, Ref +9, Will +17
10/silver or good; cold; 23
OFFENSE
Speed 40 ft.
Melee 4 claws +20 (1d8+7/19–20 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6), poison, (2 claws, 1d8+7), surgical strikes, unnerving (30 ft.; DC 22)
(CL 14th; concentration +19)
At will—bleed (DC 15), plane shift (from the Material Plane to the Plane of Shadow, self only), stabilize
3/day—cure serious wounds, restoration
1/day—breath of life
STATISTICS
Str 24, Dex 17, Con 21, Int 15, Wis 22, Cha 20
Base Atk +14; +22; CMD 36 (38 vs. trip)
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Heal +23, Intimidate +22, Knowledge (arcana, local, religion) +9, Knowledge (dungeoneering, nature, planes) +12, Perception +23, Sense Motive +23, Stealth +16
Languages Common, Infernal
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, or gang (3–5)
Treasure standard
SPECIAL ABILITIES
Surgical Strikes (Ex) An interlocutor’s claws threaten a critical hit on a roll of 19–20. On a successful critical hit, that claw deals 2d6 bleed damage rather than 1d6.
Unnerving Gaze (Ex) A creature that succumbs to an eremite’s unnerving gaze becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts entangled in the interlocutor’s body.
Shadow Giant
This giant’s skin is a dusky gray, and her long hair matches the silvery hue of her armor.
Though their kind originated on the Shadow Plane, shadow giants often relocate to the Material Plane, typically at the behest of a powerful cleric or other representative of a deity from the Shadow Plane. In such conditions, shadow giants often serve as companies of elite shock troops and are kept secret, operating only when they are expected to leave no survivors to tell the tale. Most shadow giants are especially taciturn and keep to themselves when not serving a higher cause. They keep their own counsel and practice their own sinister religion, with bloody rituals of autosacrifice, mutilation, and much worse presided over by their priests on top of short step pyramids constructed of dark basalt blocks. On the Shadow Plane, families of shadow giants have been known to join together to form greater tribes, especially when times of war are at hand or when they are facing some other threat. The sight of such an army arrayed upon the field of battle is usually enough to make any enemy sue for peace with desperate offers of gold and prisoners for sacrifice. The typical shadow giant stands 15 feet tall and weighs 2,400 pounds. Most shadow giants have dusky gray skin and pale gray hair.
LE Large (, giant)
Init +2; Senses 120 ft., ; Perception +19
DEFENSE
AC 28, touch 11, flat-footed 26 (+7 armor, +2 Dex, +10 natural, –1 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +14
Defensive Abilities , shadow cloak
OFFENSE
Speed 30 ft. (40 ft. without armor)
Melee mwk spiked chain +26/+21/+16 (2d6+18/19–20 plus energy drain) or 2 slams +25 (1d8+12 plus energy drain)
Ranged rock +16 (1d8+12/19–20 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks (1 level, DC 21), (180 ft.)
STATISTICS
Str 34, Dex 15, Con 22, Int 10, Wis 22, Cha 15
Base Atk +14; +27 (+31 bull rush); CMD 39 (41 vs. bull rush)
Feats Combat Reflexes, Deadly Aim, Greater Bull Rush, Improved Bull Rush, Improved Critical (rock, spiked chain), Improved Iron Will, Iron Will, Power Attack, Vital Strike
Skills Climb +21, Intimidate +15, Perception +19 (+23 in dim light), Spellcraft +0 (+8 in dim light), Stealth +4
Racial Modifiers +4 Perception in dim light, +8 Spellcraft in dim light
Languages Common, Giant
SQ militant
ECOLOGY
Environment any land (Plane of Shadow)
Organization solitary, gang (2–5), family (6–13, 1 cleric or witch of 5th–8th level, and 1 fighter or barbarian chief of 7th–10th level), or company (14–33 plus 1 fighter or barbarian chief of 7th–10th level)
Treasure standard (+1 breastplate, mwk spiked chain, other treasure)
SPECIAL ABILITIES
Energy Drain (Su) A shadow giant inflicts its energy drain attack no more than once per round via its first successful melee attack (with its slam attack or with any melee weapon it wields) or via a thrown rock.
Militant (Ex) A shadow giant is proficient with all simple weapons, all martial weapons, and one exotic weapon of its choice. Most shadow giants choose proficiency with the spiked chain.
Shadow Cloak (Sp) Because of the shadow giant’s connection with the Shadow Plane, as a move action in any illumination other than direct sunlight, a shadow giant can cloak itself in moving shadows, gaining the benefits of blur for 1d6+6 rounds (CL 13th for the purposes of dispel magic and similar effects). It can use this ability three times per day.
Umbral Dragon
This sleek, dark dragon moves with a disturbing, serpentine grace, its eyes glowing as if lit from within by crimson embers.
Cruel and sadistic, umbral dragons prefer the taste of undead flesh or ghostly ectoplasm, yet never turn down opportunities to consume living flesh.
— — — — — — — — — — —
CE
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Eremite
This blood-soaked humanoid is festooned with razored shards of metal. Skeletal wings protrude from its bleeding shoulders.
Eremites are among the eldest and most mutilated of kytons, having inf licted such massive damage to themselves that they feel little pain and no fear. The typical eremite is completely covered in blood-caked bandages, tattered cords of black leather, and thousands of jagged shards of razor-sharp metal. These fragments are all that holds the creature’s mutilated flesh together, yet they do so with a strength far greater than that granted by mortal flesh and bone. Rather than concentrating solely on physical or even spiritual alterations, eremites seek to blur the very lines around being, physicality, and individuality. They desire only the most powerful beings to augment themselves with, traveling across vast swaths of the Material Plane in search of the most promising additions to their bodily collection and harvesting only the finest parts—the ripest spleen, the most alluring veins, the most succulent eyes. When an eremite encounters a creature that possess a so-called “perfect part,” the powerful kyton seeks to capture that creature alive so that it can study how that perfect part functions as part of the creature’s physiology before it finally decides to surgically remove it and attach it to its own body—often in a way not quite in keeping with the part’s original use. A gifted bard’s tongue might, for example, be nailed to a kyton’s palm or sewn into its heart, while the eyes of a beautiful queen might be stitched into the kyton’s torso. To the eremite, these hideous changes and choices somehow enhance the perfection of the harvested part, while to others they merely enhance the horror that the creature represents. While eremites do hold an appreciation for inspection of their targets as well as introspection regarding their own powers and identity, their primary occupation is the understanding of pain and suffering, which they pursue by inflicting the most heinous cruelties upon their victims. An eremite seeks to deliver as much agony as possible to its victims after capturing them, allowing them to undergo extreme amounts of trauma before letting them perish. An eremite often rends its own flesh in the same manner as it does its victim’s, so as to experience the pain alongside it. While pursuing a chosen victim, an eremite utilizes its supernatural abilities to distract and distress a given target before it captures and drags it back to the Plane of Shadow via plane shift. Bargaining with an eremite is not usually an option, though if a particularly powerful victim can offer an eremite advice or aid, or otherwise assist in harvesting an even more interesting catch, an eremite can sometimes be convinced to let the helpful victim escape. It’s worth remembering, though, that kytons as a whole have little patience for the petty pursuits of honor and pride, seeing such feelings as traits that ultimately spell the end for baser creatures. The only thing that matters to an eremite is the testing of its boundaries as well as the boundaries of existence itself. Just because an eremite might be convinced to let someone go in trade for an opportunity for a greater catch doesn’t mean that once that other target is secured the eremite will cease its attempts to capture and harvest its original target. One who manages to distract and subsequently escape an eremite is well-advised to spend the rest of his life on the run. A typical eremite stands approximately 7 feet tall and weighs about 200 pounds. While their general form is something of a humanoid shape, exact appearances can vary wildly between eremites as they harvest and graft particularly unusual pieces of flesh to their bodies from increasingly exotic victims.
EREMITE OVERLORDS
Eremites who surpass the limits of individuality and achieve dominion over a certain realm of the Plane of Shadow are referred to as eremite overlords. An overlord has focused on a specific type of mutilation, and has taken that heinous surgical procedure to the outer limits of pain and pleasure. Those who worship and venerate the overlords often seek to emulate their patron’s chosen mutilation, often fatally so. Overlords keep in correspondence with one another and sometimes collaborate in a Covenant of Overlords, and while they do not view each other as enemies, they are by no means allies, and often vie for the favor of the demagogues. Each overlord is a unique Large (or larger) eremite with several additional Hit Dice. In addition, each has a unique power linked to its chosen form of self-mutilation, as well as 4–6 additional spell-like abilities along that mutilation’s theme. For example, an overlord that has perfected the act of skinning itself and wrapping its flesh in thorny black vines might have an ability to send those thorny vines out at great length to grapple and constrict distant foes, and might gain black tentacles, entangle, wall of thorns, and 1–3 similar spell-like abilities.
LE Medium (, , kyton, )
Init +12; Senses 60 ft., true seeing; Perception +34
DEFENSE
AC 38, touch 19, flat-footed 29 (+8 Dex, +1 dodge, +19 natural)
hp 310 (20d10+200); 15 (good weapons and spells, silver weapons)
Fort +22, Ref +16, Will +19
15/good and silver; cold, fear effects, nonlethal damage, pain; 31
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee bite +30 (2d6+10 plus pain), 2 claws +30 (2d6+10/19–20 plus and pain), 2 wings +25 (1d8+5 plus pain)
Special Attacks evisceration, unnerving (30 ft., DC 31)
(CL 20th; concentration +31)
Constant—true seeing
At will—greater teleport (self plus 50 lbs. of objects only), inflict critical wounds (DC 25), shadow walk, telekinesis (DC 26)
3/day—blade barrier (DC 27), dimensional lock, forcecage (DC 28), greater shadow evocation (DC 29), heal (self only), insanity (DC 28), mass inflict critical wounds (DC 29), plane shift (DC 28), shades (DC 30), symbol of pain (DC 26), wall of force
1/day—binding (DC 29), trap the soul (DC 29)
STATISTICS
Str 30, Dex 27, Con 30, Int 22, Wis 21, Cha 33
Base Atk +20; +30 (+34 grapple); CMD 49
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Penetration
Skills Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, Stealth +31, Use Magic Device +31
Languages Common, Infernal; 100 ft.
SQ graft flesh, shadow traveler
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, or cell (3–5)
Treasure double
SPECIAL ABILITIES
Immune to Pain (Su) An eremite is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite’s pain attack, or similar effects at the GM’s discretion.
Evisceration (Ex) When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or a part of an internal organ as a swift action, causing the victim to take 1d8 points of ability drain—the exact ability score drained is chosen by the eremite. The victim can resist this effect with a DC 28 Fortitude save. The save DC is Dexterity-based.
Graft Flesh (Su) Once per day, an eremite may graft any bit of flesh or bone harvested via its evisceration ability within the previous hour to its own body as a full-round action that provokes an attack of opportunity. Doing so grants the eremite the effects of a heal and a greater restoration spell (caster level 20th).
Pain (Su) Any creature struck by an eremite’s natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a –4 penalty on all saving throws made to resist the eremite’s spell-like and extraordinary abilities. The save DC is Constitution-based.
Shadow Traveler (Ex) When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
Unnerving Gaze (Ex) A creature that succumbs to an eremite’s unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 31 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect.