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.
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