Shadow Demon (CR 8)
AC: 22 (+7 Dex, +5 deflection), touch 22, flat-footed 15
Hit Dice: 10d8 (45 hp)
Fort +7, Ref +16, Will +10
Speed: Fly 40 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +5
Attack: 2 claws +17 melee touch
Full Attack: 2 claws +17 melee touch
Damage: Claw 1d6 vile
Special Attacks/Actions: Improved grab, pounce, rake, spell-like abilities
Abilities: Str -, Dex 24, Con 10, Int 17, Wis 17, Cha 20
Special Qualities: Darkness enhancement, flesh-ripping claws, immunities, incorporeal subtype, light powerlessness, outsider traits
Feats: Combat Expertise; Improved Initiative; Lightning Reflexes
Skills: Bluff +15, Concentration +10, Diplomacy +12, Hide +30, Intimidate +7, Knowledge (arcana) +16, Knowledge (the planes) +11, Listen +16, Move Silently +20, Search +16, and Spot +15
Advancement: 11-15 HD (Medium-size); 16-20 HD (Large)
Climate/Terrain: Any land and underground
Book of Vile Darkness
Improved Grab (Ex): If a shadow demon hits a Medium- size or smaller opponent with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +17). If it hits with both claws, it can also rake in the same round. The shadow demon has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the shadow demon is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws.
Pounce (Ex): If a shadow demon dives or leaps upon a foe during the first round of combat, it can make a full attack (including a rake attempt, see below) even though it has moved.
Rake (Ex): On any round that a shadow demon has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+17 melee touch) with its hind legs for 1d6 points of damage each. The shadow demon can also attempt to rake when it pounces on an opponent.
Spell-like Abilities: At will - darkness; 1/day - deeper darkness, damning darkness; 1/week - magic jar. Caster level 10th; save DC 15 + spell level.
Darkness Enhancement (Ex): Shadow demons gain power from being within total darkness. They gain a +4 enhancement bonus to AC, attack rolls, damage rolls, saves, and skill and ability checks in such conditions.
Flesh-Ripping Claws (Su): When a shadow demon's claws touch flesh, they become corporeal, allowing the creature to claw, rake, and even grapple with opponents, yet still ignore their armor. The shadow demon's claw and rake attacks are thus made as touch attacks. Fleshless creatures, such as certain constructs, are immune to the attacks of a shadow demon. Corporeal foes attempting to grapple the shadow demon can only attempt to escape; they can't deal damage or pin in a grapple. All damage a shadow demon's claws deal is vile damage (see Vile Damage in Chapter 2, BoVD).
Immunities (Su): A shadow demon is immune to fire, cold, and electricity as well as mind-affecting effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal Subtype: A shadow demon can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A shadow demon can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A shadow demon always moves silently and cannot be heard with listen checks if it doesn't wish to be.
Light Powerlessness (Ex): A shadow demon is drained in bright light (such as sunlight) and flees from it. Within such light, it takes a -4 penalty to AC, attack rolls, damage rolls, saves, and skill and ability checks.
Skills: A shadow demons receives a +10 racial bonus on Hide checks.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.