Shadow, Greater (CR 8)

Medium Undead (Incorporeal)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9

AC: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Hit Dice: 9d12 (58 hp)
Fort +3, Ref +5, Will +7
Speed: Fly 40 ft. (good)
Space: 5 ft./5 ft.
Base Attack +4; Grapple -
Attack: Incorporeal touch +6 melee
Full Attack: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8 temporary Strength
Special Attacks: Strength damage, create spawn
Abilities: Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
Special Qualities: Undead, incorporeal, +2 turn resistance
Feats: Alertness; Dodge; Mobility; Spring Attack
Skills: Hide +14*, Listen +9, Search +6, and Spot +9
Advancement: 4-9 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual

Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics.


Shadows lurk in dark places, waiting for living prey to happen by.

Strength Damage (Su): The touch of a greater shadow deals 1d8 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.