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From Pathfinder #166: Despair on Danger Island, which isn't enabled.

Watchtower Shadow

CREATURE 15

Variant shadow

The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.


Perception +25; darkvision
Languages Necril, Tien
Skills Acrobatics +28, Stealth +33
Str -5, Dex +7, Con +0, Int +0, Wis +4, Cha +6
Site Bound

The shadow is tied to its watchtower.


A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.


AC 36; Fort +21, Ref +29, Will +26
HP 190; Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Light Vulnerability

An object shedding magical light (such as from the Light spell) is treated as magical when used to attack the shadow.

Rejuvenation (occult)

When the watchtower shadow is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the shadow and lighting its watchtower's brazier permanently destroys it.


Speed fly 30 feet
Melee Shadow Hand +30 (finesse, magical), Damage 4d10+10 void
Innate Divine Spells DC 36, attack +28; 5th Darkness (At Will)
Shadow Spawn

When a creature's shadow is pulled free by Steal Shadow, it becomes a Shadow Spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably Clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its Enfeeblement, its shadow returns to it and the shadow spawn is extinguished.

Slink in Shadows

The shadow can Hide or end its Sneak in a creature's or object's shadow.

Steal Shadow (divine)
Requirements The shadow hit a living creature with a shadow hand Strike on its previous action.

Effect The shadow pulls at the target's shadow, making the creature Enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body. Enfeebled from Steal Shadow decreases by 1 every hour.
Pathfinder #166: Despair on Danger IslandOGL