| SHADOLOTH |
|
| Medium
Outsider (Evil, Extraplanar, Yugoloth) |
| Hit
Dice: 15d8+75 (142 hp) |
| Initiative:
+14 |
| Speed:
50 ft (10 squares) |
| Armor
Class: 30 (+10 Dex, +5 natural, +5 deflection), touch 25, flat-footed
20 |
| Base
Attack/Grapple: +15/+22 |
| Attack:
Claw +25 melee (2d6+3 plus poison) or spines +25 ranged (2d4+3 plus poison) |
| Full
Attack: 4 claws +25 melee (2d6+3 plus poison) and bite +23 melee
(1d8+1) and tail slap +23 melee (1d6+1) or spines +25 ranged (2d4+3 plus
poison) |
| Space/Reach:
5 ft./5 ft. |
| Special
Attacks: Poison, sneak attack +7d6, spell-like abilities, spines,
summon shadows |
| Special
Qualities: Cloak of shadows, damage reduction 15/good, darkvision
60 ft., immunity to acid and poison, improved evasion, resistance to cold
10 and electricity 10 and fire 10, see in darkness, spell resistance 28,
spider climb, telepathy 100 ft., true seeing, uncanny dodge |
| Saves:
Fort +14, Ref +19, Will +15 |
| Abilities:
Str 17, Dex 31, Con 21, Int 22, Wis 22, Cha 22 |
| Skills:
Balance +30, Bluff +28, Concentration +23, Diplomacy +26, Disguise +24 (+26
when acting), Escape Artist +28, Hide +38, Jump +35, Knowledge (the planes)
+24, Listen +24, Move Silently +28, Sense Motive +10, Spot +24, Tumble +30,
Use Magic Device +24 |
| Feats:
Combat Expertise, Dodge, Improved Feint, Improved Initiative, Multiattack,
Weapon Finesse |
|
| Environment:
Bleak Eternity of Gehenna |
| Organization:
Solitary |
| Challenge
Rating: 17 |
| Treasure:
Double coins; standard items |
| Alignment:
Always neutral evil |
| Advancement:
16-30 HD (Medium); 31-45 HD (Large) |
| This
creature is roughly humanoid in appearance, except for its four muscular
looking arms and arachnid-like head. A long, reptilian tail issues out of
the creature’s back and onto the ground. Small barbed spines cover
the creature’s back and run down its arms. Its clawed, four-fingered
hands drip with a viscous substance. |
| The shadoloths are the elite spies and assassins
in the yugoloth hierarchy. They often take on special missions from the
arcanaloths and ultroloths, which usually involves eliminating rivals, making
decisive strikes against Blood War targets, or (very rarely) killing power
mages on the Material Plane. |
| Shadoloths stand about 7 feet tall and weigh
roughly 250 pounds. |
| |
| COMBAT |
| Shadoloths are quick and deadly opponents. They
rarely stand up and fight against their enemies, preferring to strike from
the shadows and retreat. They often use their veil spell-like ability
to full effect and try and gauge an opponent’s strength before striking.
|
| However, because shadoloths are charged with
very secretive and very important missions, they have no ability to summon
others of their kind. They can, however, summon shadows instead. |
| A shadoloth’s natural weapons, as well
as any weapons it wields, are treated as evil-aligned for the purpose of
overcoming damage reduction. |
| Cloak of Shadows (Su): A shadoloth
is always shrouded in a cloak of insubstantial shadowstuff, which grants
it a +5 deflection bonus to Armor Class and a +10 circumstance bonus on
Hide checks. Not even a daylight spell can snuff out these supernatural
shadows. |
| Poison (Ex): A shadoloth delivers
its poison (Fort DC 22) with each successful claw or spine attack. Initial
and secondary damage are the same (1d6 Str). The save DC is Constitution
based. |
| See in Darkness (Su): A shadoloth
sees perfectly in darkness of any kind, even that created by deeper
darkness spells. |
| Sneak Attack (Ex): Anytime a
shadoloth’s target is denied a Dexterity bonus, or when a target is
flanked by a shadoloth, the shadoloth deals an additional 7d6 points of
damage on a successful attack. The shadoloth flanks as a 13th level rogue. |
| Spell-Like Abilities: At will
– acid fog, deeper darkness, desecrate,
detect good, dimension door, freedom of movement,
greater dispel magic, greater teleport (self plus 50 pounds
of objects only), haste, polymorph (self only), veil
(DC 22); 3/day – power word blind; 1/day – blasphemy
(DC 23), unholy aura (DC 24). Caster level 15th. The save DC’s
are Charisma based. |
| Spider Climb (Su): A shadoloth
is constantly under the effect of a spider climb spell (caster
level 15th). It can pause or resume this effect as a free action on its
turn. |
| Spines (Ex): A shadoloth’s
arms and back are lined with small barbed spines. As a standard action,
it can launch a spine as a ranged attack with a range of 80 ft. (no range
increment). The spines that are launched grow back immediately. |
| Additionally, anyone grappling the shadoloth
automatically takes spine and poison damage each round. |
| Summon Shadows (Sp):
Once per day a shadoloth can automatically summon 1d6 shadows or 1 greater
shadow. The shadows arrive instantaneously and remain for one hour. Any
shadows spawned by the summoned shadows become uncontrolled when the shadow
that created them is destroyed or returns from whence it came. This is the
equivalent of an 8th-level spell. |
| True Seeing (Su): Shadoloths
have a continuous true seeing ability, as the spell (caster level
15th). |
| Uncanny Dodge (Ex): A shadoloth
retains its Dexterity bonus to Armor Class even when caught flat-footed
or struck by an invisible attacker, and it cannot be flanked except by a
rogue of 17th level or higher. |
| Skills: A shadoloth has a +4
racial bonus on Bluff and Sense Motive checks. |