Shadowgarm

System: Pathfinder | SRD

Shadowgarm CR 2
XP 600
Init +6 ; Senses darkvision 60 ft., low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +5
SR 7
Weaknesses light fixation
Offense
Speed 30 ft., climb 30 ft.
Melee 3 claws +4 (1d4+2 plus shadow slime)
CMB +4 CMD 16
Statistics
Str 14,, Dex 15,, Con 14,, Int 5,, Wis 14,, Cha 11
Base Atk +2
Feats Improved Initiative , Lightning Reflexes
Skills Climb +14, Perception +6, Stealth +6 (+10 in dim light)
Special Abilities
Feather Fall (Ex) A shadowgarm’s body is both light and consists of numerous folds of thin flesh. Although it cannot fly, a falling shadowgarm always descends as if under the effects of a feather fall spell, and thus never takes falling damage.
Light Fixation (Su) Although a shadowgarm is not particularly harmed by bright light, it prefers dim lighting. Magical light, on the other hand, causes a shadowgarm to grow slow and lethargic. Whenever a shadowgarm is within an area of bright light that is magically created, it is staggered.
Shadow Blend (Su) In conditions of dim light, a shadowgarm’s outline wavers and blends with the surrounding shadows, granting it concealment (20% miss chance) even if its opponents are capable of seeing clearly in dim light.
Shadow Slime (Su) A shadowgarm is coated with a thin layer of oily black slime. Whenever it strikes a foe, it transfers a swath of this cold black slime onto the creature struck. This slime causes a growing numbness and lethargy in the bodies of those it coats. Each time a creature takes damage from a shadowgarm’s claws, the creature struck must make a DC 13 Fortitude save or take a cumulative –2 penalty to its Dexterity score. A creature whose total Dexterity penalty equals its Dexterity score is paralyzed and blinded as long as the penalty remains in effect. All accrued Dexterity penalties fade an hour after the last time the victim was affected by shadow slime, but any new shadow slime resets the recovery period. Exposure to bright light of any sort causes the Dexterity penalty to lessen by 2 points per round until all of the shadow slime is effectively “burned away” by the light. A shadowgarm is immune to the effects of its shadow slime and the shadow slime of other shadowgarms. The save DC is Constitution-based.

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