Library / Bestiary

Demon, Shadow

CR 7.00 Outsider CE Medium
Only this shadowy bat-winged demon's teeth and claws have any sense of physicality to them—the rest is lost in darkness.

Tales of demonic possession are common, used often by the ignorant to explain strange or violent behavior. While the majority of such cases are merely manifestations of madness or derangement, those that are legitimate possessions are often the work of shadow demons.

Unlike many demons, shadow demons are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body.

STR
-
DEX
18
CON
17
INT
14
WIS
14
CHA
19
HP
59 (7d10+21)
AC
18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
Speed
fly 40 ft. (perfect)
Init
+8
Melee
2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)
BAB
+7
CMB
+11
CMD
25
Fort
+5
Ref
+11
Will
+7
DR
10/cold iron or good
SR
17
Defensive Abilities
incorporeal
Racial Modifiers
+8 Perception

Weapons: Martial, Simple

pounce

Sprint — Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.

Shadow Blend — During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14

spell-like abilities:
At will—Deeper Darkness, At will—Fear, At will—Teleport, Greater, At will—Telekinesis, 3/day—Shadow Conjuration, 3/day—Shadow Evocation, 1/day—Magic Jar
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (Abyss)
Organization
solitary, pair, or haunt (3-8)
Treasure
standard
Senses
darkvision 60 ft.; Perception +20
Languages
Abyssal, Common; telepathy 100 ft.
Source
Bestiary
Sources Used in This Record
11 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Telekinesis (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shadow Conjuration (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shadow Evocation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Jar (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.