Shadow Eft (CR 5)
Large Outsider (Evil, Extraplanar, and Psionic)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: blindsight 60 ft., Listen +11, and Spot +11
Languages: Cannot speak, understands Abyssal, Common, Celestial
AC: 20 (-1 size, +1 Dex, +10 natural), touch 14, flat-footed 23
Hit Dice: 6d8+18 (45 hp)
Fort +8, Ref +6, Will +7
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +14
Attack: Claw +9 melee
Full Attack: 2 claws +9 melee and bite +4 melee
Damage: Claw 1d6+4, Bite 1d8+2
Special Attacks/Actions: Psi-like abilities, venom of the mind
Abilities: Str 19, Dex 13, Con 17, Int 11, Wis 14, Cha 16
Special Qualities: hide in plain sight, SR 19, aversion to daylight
Feats: Dodge; Improved Natural Attack (bite) B; Mobility; Spring Attack
Skills: Balance +10, Climb +13, Hide +10*, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, and Spot +11
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Climate/Terrain: Plane of Shadow
Organization: Solitary or emptiness (5-8)
Treasure/Possessions: Double standard
Venom of the Mind (Ex): Whenever a shadow eft uses its true venom psi-like ability, it heals 5 hit points, via a psychic transference, for each 1 point of Constitution damage dealt to its victim, no matter the shadow eft's spatial or planar separation from the victim.
Psi- like Abilities: 3/day - duodimensional claw, psionic lion's charge, truevenom (ML 7th); 1/day - shadow body (ML 15th). Manifester level 6th. The save DCs are Charisma-based.
Aversion to Daylight (Ex): Shadow efts are creatures of the night and loathe light. If exposed to natural daylight (not merely a daylight spell), they take a -4 penalty on all attack rolls, saving throws, and skill checks.
Hide in Plain Sight (Su): A shadow eft can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a shadow eft can hide itself from view in the open without having anything to actually hide behind. It cannot, however, hide in its own shadow.
Skills: *When hiding in a dark area, a shadow eft gains a +8 racial bonus on Hide checks.
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).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.