Encounters for PFS Scenario #7-08: The Haunted Corridor

A1. The Atrium (Levels 1-2)

Magnetic GeckoCreature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

Flash BeetleCreature -1

Small Animal 
Source Monster Core pg. 42 1.1
Perception +6; low-light vision
Skills Acrobatics +6, Athletics +4
Str +1, Dex +3, Con +2, Int -5, Wis +1, Cha -2
AC 16; Fort +5, Ref +8, Will +4
HP 6
Luminescent Aura (aura, light) 10 feet. The flash beetle's bioluminescent organs fillthe area with bright light.
Speed 20 feet, fly 15 feet
Melee [one-action] mandibles +8 [+4/+0] (agile, finesse), Damage 1d4+1 piercingLight Flash [one-action] (concentrate, light) The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled for 1 minute. The flash beetle's glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash.

Weak Magnetic GeckoCreature -1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +8; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +4, Athletics +4 ((+6 to Climb)), Stealth +4
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 13; Fort +8, Ref +5, Will +2
HP 10; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +5 [+0/-5], Damage 1d6-2+2 piercingMelee [one-action] tongue +5 [+0/-5] (electricity, finesse, reach 10 feet), Damage 2d4-2 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 15 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 15 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A1. The Atrium (Levels 1-2; 8-11 Challenge Points)

Magnetic GeckoCreature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A1. The Atrium (Levels 1-2; 12-13 Challenge Points)

Magnetic GeckoCreature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

Flash BeetleCreature -1

Small Animal 
Source Monster Core pg. 42 1.1
Perception +6; low-light vision
Skills Acrobatics +6, Athletics +4
Str +1, Dex +3, Con +2, Int -5, Wis +1, Cha -2
AC 16; Fort +5, Ref +8, Will +4
HP 6
Luminescent Aura (aura, light) 10 feet. The flash beetle's bioluminescent organs fillthe area with bright light.
Speed 20 feet, fly 15 feet
Melee [one-action] mandibles +8 [+4/+0] (agile, finesse), Damage 1d4+1 piercingLight Flash [one-action] (concentrate, light) The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled for 1 minute. The flash beetle's glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash.

A1. The Atrium (Levels 1-2; 14-15 Challenge Points)

Magnetic GeckoCreature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

Weak Magnetic GeckoCreature -1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +8; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +4, Athletics +4 ((+6 to Climb)), Stealth +4
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 13; Fort +8, Ref +5, Will +2
HP 10; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +5 [+0/-5], Damage 1d6-2+2 piercingMelee [one-action] tongue +5 [+0/-5] (electricity, finesse, reach 10 feet), Damage 2d4-2 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 15 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 15 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A1. The Atrium (Levels 1-2; 16-18 Challenge Points)

Magnetic Gecko (2)Creature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A4. The Kitchen (Levels 1-2)

Weak Magnetic GeckoCreature -1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +8; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +4, Athletics +4 ((+6 to Climb)), Stealth +4
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 13; Fort +8, Ref +5, Will +2
HP 10; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +5 [+0/-5], Damage 1d6-2+2 piercingMelee [one-action] tongue +5 [+0/-5] (electricity, finesse, reach 10 feet), Damage 2d4-2 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 15 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 15 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A4. The Kitchen (Levels 1-2; 8-11 Challenge Points)

Partially Decomposed Rat Swarm

A4. The Kitchen (Levels 1-2; 12-13 Challenge Points)

Elite Partially Decomposed Rat Swarm

A4. The Kitchen (Levels 1-2; 14-15 Challenge Points)

Partially Decomposed Rat Swarm

Weak Magnetic GeckoCreature -1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +8; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +4, Athletics +4 ((+6 to Climb)), Stealth +4
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 13; Fort +8, Ref +5, Will +2
HP 10; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +5 [+0/-5], Damage 1d6-2+2 piercingMelee [one-action] tongue +5 [+0/-5] (electricity, finesse, reach 10 feet), Damage 2d4-2 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 15 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 15 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A4. The Kitchen (Levels 1-2; 16-18 Challenge Points)

Partially Decomposed Rat Swarm (2)

A6. The Grove of Talhindir (Levels 1-2; 8-11 Challenge Points)

Talhindir's Grief

Withered Leaf of Talhindir (2)

A6. The Grove of Talhindir (Levels 1-2; 12-13 Challenge Points)

Talhindir's Grief

Withered Leaf of Talhindir (3)

A6. The Grove of Talhindir (Levels 1-2; 14-15 Challenge Points)

Talhindir's Grief

Withered Leaf of Talhindir (2)

Elite Withered Leaf of Talhindir

A6. The Grove of Talhindir (Levels 1-2; 16-18 Challenge Points)

Talhindir's Grief

Elite Withered Leaf of Talhindir (3)

C3. The Well (Lyari Befriended) (Levels 1-2)

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Skeletal ChampionCreature 2

Medium Skeleton Undead Unholy 
Source Monster Core pg. 312 1.1
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +5, Ref +10, Will +6
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Reactive Strike [reaction] Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+4 slashingMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingMelee [one-action] lance +10 [+5/+0] (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Befriended) (Levels 1-2; 8-9 Challenge Points)

Duty's Soulshackle

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Befriended) (Levels 1-2; 10-11 Challenge Points)

Duty's Soulshackle

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Withered Leaf of Talhindir

C3. The Well (Lyari Befriended) (Levels 1-2; 12-13 Challenge Points)

Duty's Soulshackle

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Skeletal ChampionCreature 2

Medium Skeleton Undead Unholy 
Source Monster Core pg. 312 1.1
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +5, Ref +10, Will +6
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Reactive Strike [reaction] Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+4 slashingMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingMelee [one-action] lance +10 [+5/+0] (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing

C3. The Well (Lyari Befriended) (Levels 1-2; 14-15 Challenge Points)

Duty's Soulshackle

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Withered Leaf of Talhindir

Skeletal ChampionCreature 2

Medium Skeleton Undead Unholy 
Source Monster Core pg. 312 1.1
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +5, Ref +10, Will +6
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Reactive Strike [reaction] Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+4 slashingMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingMelee [one-action] lance +10 [+5/+0] (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing

C3. The Well (Lyari Befriended) (Levels 1-2; 16-18 Challenge Points)

Duty's Soulshackle

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 1-2)

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Skeletal ChampionCreature 2

Medium Skeleton Undead Unholy 
Source Monster Core pg. 312 1.1
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +5, Ref +10, Will +6
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Reactive Strike [reaction] Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+4 slashingMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingMelee [one-action] lance +10 [+5/+0] (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 1-2; 8-9 Challenge Points)

Lyari Zinfeld

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 1-2; 10-11 Challenge Points)

Lyari Zinfeld

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Withered Leaf of Talhindir

C3. The Well (Lyari Enraged) (Levels 1-2; 12-13 Challenge Points)

Lyari Zinfeld

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Skeletal ChampionCreature 2

Medium Skeleton Undead Unholy 
Source Monster Core pg. 312 1.1
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +5, Ref +10, Will +6
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Reactive Strike [reaction] Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+4 slashingMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingMelee [one-action] lance +10 [+5/+0] (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing

C3. The Well (Lyari Enraged) (Levels 1-2; 14-15 Challenge Points)

Lyari Zinfeld

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Withered Leaf of Talhindir

Skeletal ChampionCreature 2

Medium Skeleton Undead Unholy 
Source Monster Core pg. 312 1.1
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +7
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1
Items chain mail, lance, longsword, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +5, Ref +10, Will +6
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Reactive Strike [reaction] Shield Block [reaction]
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+4 slashingMelee [one-action] claw +10 [+6/+2] (agile), Damage 1d6+4 slashingMelee [one-action] lance +10 [+5/+0] (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing

C3. The Well (Lyari Enraged) (Levels 1-2; 16-18 Challenge Points)

Lyari Zinfeld

Weak ShadowCreature 3

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +8; darkvision
Languages Necril
Skills Acrobatics +8, Stealth +12
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 18; Fort +6, Ref +12, Will +10
HP 25 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +13 [+8/+3] (finesse, magical), Damage 2d6-2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

A1. The Atrium (Levels 3-4)

Magnetic GeckoCreature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

Sod HoundCreature 3

Small Earth Elemental 
Source Monster Core pg. 142 1.1
Perception +9; crystal sense (imprecise) 60 feet, darkvision
Skills Athletics +11, Survival +9 (+11 to Track)
Str +4, Dex -1, Con +3, Int -4, Wis +2, Cha -1
Crystal Sense A sod hound can sense crystals or gems within 60 feet as if using the scent ability.
AC 19; Fort +12, Ref +6, Will +7
HP 44; Immunities bleed, paralyzed, poison, sleep
Speed 30 feet, burrow 20 feet; earth glide
Melee [one-action] jaws +11 [+6/+1], Damage 1d10+6 piercing plus KnockdownEarth Glide The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing.

A1. The Atrium (Levels 3-4; 16-22 Challenge Points)

Magnetic Gecko (2)Creature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A1. The Atrium (Levels 3-4; 23-27 Challenge Points)

Magnetic Gecko (3)Creature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A1. The Atrium (Levels 3-4; 28-32 Challenge Points)

Magnetic Gecko (2)Creature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

Sod HoundCreature 3

Small Earth Elemental 
Source Monster Core pg. 142 1.1
Perception +9; crystal sense (imprecise) 60 feet, darkvision
Skills Athletics +11, Survival +9 (+11 to Track)
Str +4, Dex -1, Con +3, Int -4, Wis +2, Cha -1
Crystal Sense A sod hound can sense crystals or gems within 60 feet as if using the scent ability.
AC 19; Fort +12, Ref +6, Will +7
HP 44; Immunities bleed, paralyzed, poison, sleep
Speed 30 feet, burrow 20 feet; earth glide
Melee [one-action] jaws +11 [+6/+1], Damage 1d10+6 piercing plus KnockdownEarth Glide The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing.

A1. The Atrium (Levels 3-4; 33-36 Challenge Points)

Magnetic Gecko (4)Creature 1

Small Animal 
Source Howl of the Wild pg. 152 2.1
Perception +10; low-light vision, greater electrolocation 20 feet
Skills Acrobatics +6, Athletics +6 ((+8 to Climb)), Stealth +6
Str +2, Dex +3, Con +4, Int -4, Wis +2, Cha -1
Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute.
Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7 [+2/-3], Damage 1d6+2 piercingMelee [one-action] tongue +7 [+2/-3] (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus static clingLaunch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds.Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.

A4. The Kitchen (Levels 3-4; 16-22 Challenge Points)

Recently Slain Rat Swarm

A4. The Kitchen (Levels 3-4; 23-27 Challenge Points)

Elite Recently Slain Rat Swarm

A4. The Kitchen (Levels 3-4; 28-32 Challenge Points)

Recently Slain Rat Swarm

Weak Recently Slain Rat Swarm

A4. The Kitchen (Levels 3-4; 33-36 Challenge Points)

Recently Slain Rat Swarm (2)

A6. The Grove of Talhindir (Levels 3-4; 16-22 Challenge Points)

Talhindir's Despair

Shriveled Leaf of Talhindir (2)

A6. The Grove of Talhindir (Levels 3-4; 23-27 Challenge Points)

Talhindir's Despair

Shriveled Leaf of Talhindir (3)

A6. The Grove of Talhindir (Levels 3-4; 28-32 Challenge Points)

Talhindir's Despair

Shriveled Leaf of Talhindir (2)

Elite Shriveled Leaf of Talhindir

A6. The Grove of Talhindir (Levels 3-4; 33-36 Challenge Points)

Talhindir's Despair

Elite Shriveled Leaf of Talhindir (3)

C3. The Well (Lyari Befriended) (Levels 3-4)

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Befriended) (Levels 3-4; 16-18 Challenge Points)

Duty's Soulshackle

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Befriended) (Levels 3-4; 19-22 Challenge Points)

Duty's Soulshackle

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Shriveled Leaf of Talhindir

C3. The Well (Lyari Befriended) (Levels 3-4; 23-27 Challenge Points)

Duty's Soulshackle

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Befriended) (Levels 3-4; 28-32 Challenge Points)

Duty's Soulshackle

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Shriveled Leaf of Talhindir

C3. The Well (Lyari Befriended) (Levels 3-4; 33-36 Challenge Points)

Duty's Soulshackle

Elite Shadow (2)Creature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 3-4)

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 3-4; 16-18 Challenge Points)

Lyari Zinfeld

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 3-4; 19-22 Challenge Points)

Lyari Zinfeld

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Shriveled Leaf of Talhindir

C3. The Well (Lyari Enraged) (Levels 3-4; 23-27 Challenge Points)

Lyari Zinfeld

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

C3. The Well (Lyari Enraged) (Levels 3-4; 28-32 Challenge Points)

Lyari Zinfeld

Elite ShadowCreature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

ShadowCreature 4

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +10; darkvision
Languages Necril
Skills Acrobatics +10, Stealth +14
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 20; Fort +8, Ref +14, Will +12
HP 40 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +15 [+10/+5] (finesse, magical), Damage 2d6+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.

Shriveled Leaf of Talhindir

C3. The Well (Lyari Enraged) (Levels 3-4; 33-36 Challenge Points)

Lyari Zinfeld

Elite Shadow (2)Creature 5

Medium Incorporeal Undead Unholy 
Source Monster Core pg. 306 1.1
Perception +12; darkvision
Languages Necril
Skills Acrobatics +12, Stealth +16
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3
AC 22; Fort +10, Ref +16, Will +14
HP 55 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) ; Weaknesses light vulnerability
Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell).
Speed fly 30 feet
Melee [one-action] shadow hand +17 [+12/+7] (finesse, magical), Damage 2d6+2+3 voidShadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow.Steal Shadow [one-action] (divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.