Maddening Shadow

Maddening Shadow
Level 4 (+3)
"Wait...Merry...stop moving. Ok...now I don’t want to alarm you but...I need you to sprint over to that window as fast as you can and open those shudders. GO!"
——Sander Brightwater, Half-Elf Cleric discovering a Maddening Shadow stalking his ally
Maddening Shadows are the remnants of once intelligent humanoids who had been driven insane and died alone in a place of darkness. They are partially substantial, made of solidified darkness and emotion. The very touch of this bizarre undead creature can drain the essence from a living creature and drive them mad with the grief retained from the Shadow’s former life. They inhabit gloomy areas, never straying too far from the place of their death, forever seeking to drag others into their sorrowful nonexistence. They are as intelligent as they were in life, and while they cannot speak, are able to hide in places of darkness to observe their victims before attacking.
Awareness
18
Senses
Lifesense
Proximity
20 ft
Maddening Laugh [Supernatural
Pot 1d8+3
While within the aura, targets with a Will score of 15 or less (including any bonuses from Tide of Battle) are Confused. (Advanced)
Initiative
18/1d8
Hitpoints: 42
Healing Value: 8
Resilience: +2
Morale
2
AC
16/16
Touch
16
Fort
14
Reflex
16
Will
15
Defenses
Resistances: Non-magical Weapons (50%).
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
10 / 10
DEX
17 / 17
CON
11 / 11
INT
10 / 12
WIS
13 / 15
CHA
16 / 18
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+6 vs Touch
Shadow's Touch  [Supernatural]
1d6 + 3 (avg 7) Necrotic damage
Melee Reach 5ft • One creature
The Maddening Shadow's very touch attacks the life force of living creatures.
1d6 + 0 (avg 4) Necrotic damage
Grapple +6
Special Attacks (3 AP)
+6 vs Touch
Energy Leech  [Supernatural] • Basic • Pot 1d4+3, MR No
2d6 + 3 (avg 10) Necrotic damage
Melee Reach 5ft
The Maddening Shadow imparts its eternal suffering through its touch. On a hit deal 1d4 Energy Damage (Spend) and the target is Confused [SE, ST 3d10 vs WIS].
Immediate Actions
Replace Shadow [1/Rest]  [Supernatural] • Basic • Pot 1d4+3, MR No
Range 10ft
As an Immediate Action, the Maddening Shadow merges with the shadow of a living creature within range, and mimics it perfectly. The Shadow makes a Stealth check with a +10 bonus to become Hidden as the creature's shadow. While in this state, it automatically succeeds on all Touch attacks against the creature whose shadow it impersonates. Making such an attack causes the shadow to no longer be hidden (though it remains merged). If the Maddening Shadow suffers damage while in this state, it separates from the target and releases the target creature's shadow.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Fly
40 ft
Overland Movement
40 mi/day
Qualities
  • Projected Form: You have a weightless two-dimensional form that is always projected upon an opaque surface (like a mundane shadow). This has the following effects:
    • Your form interacts with the shadows of objects and creatures instead of the actual creature or object (although you may hold and wear Shadowborn items normally, drawing them into your shadow).
    • You cannot move through walls, but your two-dimensional form can easily move through extremely thin cracks and slits.
    • Your form is difficult to damage with conventional weaponry, and you have Resistance to damage caused by non-magical weapons.
    • If you are ever caught without an opaque surface to cling to, you are instantly shunted to the nearest opaque surface, taking damage equal to your healing value for every 10ft shunted.
  • Flowing Movement: With your projected form you can flow over any solid or liquid surface that can support a natural shadow. While you cannot Jump, Swim, or otherwise completely leave the surface, this does allow you to climb walls and ceilings as if they were floor (completely ignoring the effects of gravity). You cannot completely leave the surface, but you may skip across a short gap that resides completely within your reach. You can also flow through small holes, as if you were a creature three size categories smaller. Your movement is completely silent, giving you a +5 Racial bonus on Stealth checks (Applies only against creatures that use Hearing).
  • Extension of Darkness: You seem to grow in size in areas of darkness. You gain a +5ft bonus to Reach while in areas of Dim light, and a +10ft bonus to reach while in areas of complete darkness.
  • Sunlight Vulnerability: While in direct sunlight you grant an advantage to all attackers, and lose your Resistance to non-magical weapons.
  • Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
  • Vulnerability: The creature is Vulnerable to Radiant damage (1.5x). (inc)
  • Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
Skills: Stealth R5 (+12), Listen R2 (+5), Spot R3 (+9), Investigate R2 (+4), Coercion R3 (+7), Deception R2 (+5), Aloofness R2 (+5), Bravery R1 (+3), Intuition R2 (+5)
Feats: More Precise, Fast Initiative
Philosophies: Rank 2 Mental, Rank 0 Physical, Rank 3 Undeath
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +5, Brawn: +0
Equipment: None
Charm
+1
Coercion
+7
Deception
+5
Manipulation
+1
Persuasion
+1
Aloofness
+5
Bravery
+3
Intuition
+5
Tolerance
+2
Suspicion
+1
Social
Composure: 18
Languages: None
Motives: Spread madness, destroy mortal life
Prejudices: