Shadowy creatures dwell on the Plane of Shadow, although they resemble beings found on the Material Plane. They are more disturbing in appearance than their earthly counterparts.
Shadowy creatures are usually black, or dark grey in color. If the creature has eyes, they often glow with an unearthly, icy, blue energy.
Sample Shadowy Creature
Monstrous Centipede, Medium
Hit Dice: 1d8 (4 hp)
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/–1
Attack: Bite +2 melee (1d6–1 plus poison)
Full Attack: Bite +2 melee (1d6–1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., shadow blend, spell resistance 6, vermin traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 9, Dex 15, Con 10, Int —, Wis 10, Cha 2
Skills: Climb +10, Hide +10, Spot +4
Feats: Weapon FinesseB
Environment: Plane of Shadow
Organization: Solitary or colony (2–5)
Challenge Rating: 1/2
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d3 Con.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadowy monstrous centipede can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell does not negate this ability. A daylight spell, however, will.
Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.
Creating a Shadowy Creature
“Shadowy” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature).
A shadowy creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Shadowy creatures encountered on the Material Plane have the extraplanar subtype.
Special Qualities: A shadowy creature retains all the special qualities of the base creature and also gains the following:
• Darkvision out to 60 feet.
• Damage reduction (see the table below).
• Resistance to cold (see the table below).
• Spell resistance equal to the creatures HD +5 (maximum +25).
• Shadow Blend (Su): In any condition of illumination other than full daylight, a shadowy creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell does not negate this ability. A daylight spell, however, will.
If a shadowy creature already has one of these special qualities, use the better value.
If a shadowy creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Plane of Shadow.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always neutral (any).
Level Adjustment: Same as the base creature +2.
|Hit Dice||Resistance to Cold||Damage Reduction|
|12 or more||10||10/magic|
Note: You can replace the celestial or fiendish template of a creature with this template when casting a summon monster spell. The alignment of the summoned creature is neutral.