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This page is part of the character sheet for Pathfinder, covering Shadow creatures.

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    Shadow Animal 
Challenge Rating: Same as base creature + (1-2)
Alignment: Any, usually non-good
Size: Same as base creature

Animals infected with the energies of the Netherworld. This template can only be applied to animals and changes their type to native outsider.


  • Brown Note: One of the abilities they can get is a fear aura that causes terror in anyone who perceives them.
  • Chameleon Camouflage: They can blend in easily so long as they aren't in bright light.
  • Innate Nightvision: If the base animal didn't have it already, they gain it with the transformation.

    Shadow Creature 
Challenge Rating Adjustment: +1

Creatures originating from other planes that have become imbued with shadow. This template can be applied to any living creature.

Their stats can be found in Bestiary 4 or online here.


  • Casting a Shadow: A shadow lord can unleash a cone of cloying gloom.
  • Technicolor Eyes: A shadow creature's eye colour changes to a glowing white, dulled crimson, dark green or violet.

    Shadowfire Creature 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shadowfire_creature_fire_elemental.PNG
A shadowfire fire elemental
Challenge Rating Adjustment: +1

Shadowfire creatures are shadow creatures that have been imbued with the power of fire. This template can be applied to any creature with the shadow creature template.

Their stats can be found in The Emerald Spire or online here.


  • Energy Absorption: A shadowfire creature heals itself for every point of fire damage it would take.

    Betobeto-san 
https://static.tvtropes.org/pmwiki/pub/images/betobetosan.png
Level: 12
Alignment: True Neutral
Size: Medium

  • Stalker without a Crush: Betobeto-san trail behind nighttime travellers, compelled to follow until verbally offered to pass. This compulsion isn't usually malicious and occurs more from a betobeto-san's misguided desire for company and courtesy.
  • Waddling Head: A betobeto-san appears as a formless, shadowy mass with a wide mouth and two sandaled feet.

    D'ziriak 
https://static.tvtropes.org/pmwiki/pub/images/dziriak.png
Level: 3
Alignment: Any
Size: Medium

  • Light 'em Up: A d'ziriak can cause its body to flare with intense polychromatic light.
  • Underground City: The towers in d'ziriak hive cities are only the foremost part of the settlement, with many more chambers reaching deep below.

    Gloomwing 
Level: 4
Alignment: True Neutral
Size: Large

Predators from the Netherworld and the adult form of tenebrous worms.


  • Brown Note: The patterns on their wings constantly shift, causing nausea in those who look at them.
  • Chest Burster: They can take a full round to implant a helpless target with eggs that soon hatch worms to devour them from the inside out.
  • Deadly Gas: Not quite deadly, but an aggravated gloomwing is surrounded by an invisible cloud of pheromones that leave others fatigued and vulnerable.
  • Enemy Summoner: Their pheromone cloud doubles as a distress signal to call other gloomwings and tenebrous worms.

    Namorrodor 
Level: 5
Alignment: Chaotic Evil
Size: Medium

  • Eats Babies: Namorrodors particularly enjoy the taste of unattended babies, and are willing to risk an encounter with fire if they spy an opportunity to snatch one.

    Nihiloi 
Level: 11
Alignment: Chaotic Neutral
Size: Medium

  • Combat Tentacles: A mass of black, bramble-like tentacles writhes from the back of a nihiloi, who can unleash them in a haze of umbral whips.
  • Innate Night Vision: Nihilois can see perfectly in darkness of any kind, no matter how magical.

    Nimbral Child 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_nimbral_child.png
Level: 11
Alignment: Chaotic Evil
Size: Medium

Kin to the shinging children of the Astral Plane, nimbral children are linked to darkness rather than light. Their stats can be found in Cradle of Night.


  • All Webbed Up: Their Penumbral Web ability lets them project grey shadowy webs to ensnare opponents or create sheets of webbing, as per the monster web ability. Additionally, if a creature that touches them isn't native to the Netherworld, they also deal Strength damage and inflict temporary paralysis in addition to their usual effects.
  • Breath Weapon: Nimbral children can unleash a howling gale of freezing winds from the Netherworld. It deals cold damage and slows targets for several rounds.
  • Casting a Shadow: Their powers all revolve around shadows. They're perpetually surrounded by a swirling vortex of shadows that gives them constant deflection and a boost to AC, they can cast deeper darkness at will, and their other special abilities are linked to the Netherworld.
  • An Ice Person: All of a nimbral child's attacks involve cold damage.
  • Innate Night Vision: Besides the typical darkvision, they have the see in darkness ability that lets them see even in magical darkness.
  • Master of Illusion: They have both shadow evocation and shadow conjuration as spell-like abilites, letting them make shadowy illusions so effective they act as quasi-real spells from other schools.
  • No-Sell: Immune to blindness, cold damage, and poison.
  • Telepathy: Their only method of communication.
  • Wall Crawl: They have a climb speed equal to their standard move speed, which is already faster than the typcial player character's.
  • Weakened by the Light: Nimbral children have the light sensitivity weakness and their Breath Weapon doesn't work if they're in bright light.
  • Wolverine Claws: Their standard method of attack is two claw attacks every round that deal additional cold damage.

    Owb 
https://static.tvtropes.org/pmwiki/pub/images/owb_prophet.png
An owb prophet
Level: 6 (regular), 13 (prophet)
Alignment: Neutral Evil
Size: Medium
Owbs are entities from the Netherworld with strong ties to the dark folk, who worship the owbs as their closest connection to the gods of shadows and truly believe that the first of their kind were created by the owbs.

Owb prophets are owbs that have successfully contacted one of the vanished Forsaken via esoteric occult rituals, in the process causing them to become a conduit to their patron, allowing them to grant spells to clerics on the Forsaken's behalf.
  • Cold Flames: Owbs can conjure orbs of flickering, blue-white flames that shed no heat.

    Shadow Mastiff 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Savage Wolves: Shadow mastiffs are canine fiends who stalk for prey in the dark corners of the Outer Planes.
  • Supernatural Fear Inducer: The shadow mastiff's bay can panic and force their enemies to flee from well-lit areas.

    Shae 
https://static.tvtropes.org/pmwiki/pub/images/shae_7.png
Level: 4
Alignment: True Neutral
Size: Medium

  • A Form You Are Comfortable With: Shaes put on white stone masks when they need a discernible face for interacting with humanoids. Among their own kind, they simply wear clothing spun from shadows.

    Skull Fairy 
Level: 3
Alignment: Chaotic Evil
Size: Small

  • Companion Cube: Most skull fairies hold lengthy conversations with the skulls they've collected and even pretend they have arguments that the skull fairy can mediate.
  • Defeat Equals Explosion: A killed skull fairy explodes into shadowy, noxious tissue like a burst bubble.
  • Non-Indicative Name: Skull fairies aren't fey; their name comes from their petite, winged forms and tendency for malevolent mischief.
  • Off with His Head!: After bursting from the skull of the deceased, a skull fairy seeks out victims to behead.
  • Skeletons in the Coat Closet: Skull fairies often wear the skulls of their most recent victim like caps.

    Tenebrous Worm 
Level: 8
Alignment: True Neutral
Size: Medium

Larval gloomwings that crave flesh, whether living or dead.


  • Body Horror: Their bites contain a mystical acid that converts living flesh into shadows.
  • Dark Is Evil: Not evil, as they're actually Neutral, but definitely more painful as their bite attack does more acid damage more shadows there are. Note that that says shadows not darkness, as it deals the most damage in dim light but fairly little in both bright light and absolute darkness.
  • Poisoned Weapons: They bristle with poisonous spines and their bite packs a nasty shadow acid.

    Umbral Shepherd 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_umbral_shepherd.PNG
Level: 5
Alignment: Lawful Evil
Size: Medium

Parasitic entities of the Netherworld dedicated to Zon-Kuthon.


  • Weakened by the Light: Umbral shepherds are incorporeal beings of shadow and can't survive for long outside of a host unless they're on the Netherworld.

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