Slow Shadow (CR 7)
Medium Outsider (Chaotic, Cold, Evil, and Incorporeal)
Alignment: Always chaotic evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: blindsight 120 ft., Listen +21, and Spot +21
AC: 18 (+6 Dex, +2 deflection), touch 18, flat-footed 12
Hit Dice: 14d8+28 (95 hp)
Fort +11, Ref +15, Will +11
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +14; Grapple +14
Attack: Incorporeal touch +20 melee
Full Attack: Incorporeal touch +20 melee
Damage: Incorporeal touch 1d8 negative energy plus 1d6 cold
Special Attacks/Actions: Attach, create spawn, slow
Abilities: Str -, Dex 22, Con 14, Int 5, Wis 15, Cha 15
Special Qualities: Amorphous, immune to cold, immune to electricity, immune to mind-affecting attacks, Incorporeal traits, negative energy affinity, vulnerable to fire, vulnerable to haste
Feats: Ability Focus (slow); Alertness; Combat Reflexes; Improved Initiative; Stealthy
Skills: Hide +25, Listen +21, Search +14, Spot +21, and Tumble +25
Advancement: 15-18 HD (Medium), 19-30 HD (Large), 31-42 HD (Huge)
Climate/Terrain: Negative Energy Plane
Organization: Solitary, pair, or pack (3-8)
Attach (Ex): If a slow shadow successfully damages a target with its Incorporeal touch, it automatically attaches to the creature. An attached slow shadow automatically hits the creature with its Incorporeal touch once each round if it takes a full-round action to remain attached, but cannot attack other creatures and is considered flat footed. The slow shadow remains attached until slain, or until the creature to which it is attached is subjected to magical healing or haste effects, at which point it immediately detaches.
Attacks made against an attached slow shadow suffer the standard 50% miss chance for attacking an Incorporeal creature. If any attack fails to hit the slow shadow due to its Incorporeal nature, the attack instead strikes and damages the creature to which the slow shadow is attached (as long as the attack roll is high enough to hit that creature's Armor Class).
Only one slow shadow may be attached to a single creature at any one time, despite the size of the creature.
Create Spawn (Su): Any living creature slain by a slow shadow dissolves into shadow itself over the course of one round. Only 1d4 rounds later, the dissolved body transforms into a slow shadow. This new slow shadow is not under the control of the slow shadow that created it, but neither does it bear the spawning slow shadow any ill will; especially since slow shadows are incapable of harming other slow shadows.
Slow (Su): Any creature that takes negative energy damage from a slow shadow must make a successful Fortitude save (DC 19) or become slowed, as the spell, for one round. The saving throw DC is Constitution-based.
Amorphous (Ex): The slow shadow has no set physical shape. It can pass through openings of any size without penalty, and is completely immune to additional damage from sneak attacks or critical hits.
Negative Energy Affinity (Ex): The slow shadow is affected by cure spells and inflict spells as if it were an undead creature. A slow shadow can take an attack action to damage itself with its Incorporeal touch, healing 1d8 points of damage per attack.
Vulnerable to Haste (Ex): A slow shadow affected by a haste effect is stunned and can take no actions for the duration of the effect.
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 creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
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.