Shadow Reeve

fey · CR 6 · from Book of Beasts I · by Robert J. Hall
Shadow Reeve
StatisticValue
Size/TypeMedium Outsider (Extraplanar)
Hit Dice9d8 (41 hp)
Initiative+7
Speed40 ft. (8 squares)
Armor Class23 (+5 Dex, +4 mage armor, +4 natural), touch 19, flat-footed 18
Base Attack/Grapple+9/+8
AttackHalbard +10 melee (1d10+1/x3); or shadow javelin +14 ranged (blindness)
Full AttackHalbard +10/+5 melee (1d10+1/x3); or shadow javelin +16 ranged (blindness)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities, shadow javelin
Special QualitiesDarkvision 120 ft., low-light vision, change shape, regeneration 5, shadow blend, shadow shift, light sensitivity
SavesFort +6, Ref +11, Will +8
AbilitiesStr 12, Dex 21, Con 11, Int 17, Wis 15, Cha 14
SkillsBalance +15, Climb +13, Concentration +7, Diplomacy +8, Disguise +14, Handle Animal +6, Hide +15, Intimidate +7, Knowledge (plane of shadows) +15, Listen +11, Move Silently +15, Perform (dance) +7, Search +8, Sleight of Hand +9, Spellcraft +14, Spot +11, Swim +4
FeatsBlind-Fight, Combat Reflexes, Dodge, Mobility
EnvironmentPlane of shadow
OrganizationSolitary, pair, or squad (3–5)
Challenge Rating7
TreasureStandard
AlignmentUsually lawful neutral
AdvancementBy character class
Level Adjustment+6

Description

Within a pool of deep gloom, you can just make out a vaguely humanoid form with the lower portions forming wisps of shadow. The darkness conceals the details of its body.

This potent race of shadow beings impose the will of powerful overlords of the shadow realms, and are often the chosen champions of their masters. They are endowed with significant shadow magic abilities, and can employ their powers on any plane or realm to which they can travel. They are the guardians of the true shadow places, protecting them from their mortal enemy, the light.

In physical form, a shadow reeve resembles a pool of deep gloom with a vaguely humanoid body, with the lower half consisting of wisps of shadow. In addition to their other powers, they are able to assume the form of humanoid creatures of similar size. When they change shape in this manner, however, the shadow reeves retain something of a gloomy aspect and are much darker in hue than the natural being. (Unless, of course, they choose to assume the form of another shadow creature).

Shadow reeves can speak common and the native language of their home. As they gain experience, shadow reeves often take several levels in the shadow dancer prestige class, further improving their power over shadows.

Combat

Shadow reeves prefer fighting with halberd, a status weapon of their honored rank. They usually rely on mage armor for protection.

When traveling the lands of other races, shadow reeves will adopt a local appearance and use weapons and armor native to that land. They prefer to fight in well-shadowed areas, or between the hours of dusk to dawn, when they do not suffer from the effects of bright sunlight.

In a difficult fight, shadow reeves often choose to revert to their native form. They use surprise and misdirection, shifting from shadow to shadow and using their spells and shadow javelin to disable their foe. If defeat seems certain, however, they attempt to shift back to their native plane to escape.

Spell-Like Abilities: At will―detect magic, ghost sounds (DC 13), mage armor, misdirection. 3/day―deeper darkness, dimension door, displacement, gaseous form, phantom steed. 1/day―black tentacles, shadow conjuration (DC 17), shadow evocation (DC 17), solid fog. Caster level 9th. The save DCs are Charisma-based.

Shadow Javelin (Su): Once a round a shadow reeve can form a javelin-like weapon out of a pool of shadow as a free action. A target hit by a shadow javelin must succeed on a DC 16 Will save or be blinded for 1d4 minutes. The effect's caster level is 9th. The save DC is Charisma-based. The weapon vanishes at the end of the round.

Change Shape (Su): A shadow reeve can make itself appear to be any Medium humanoid creature. In this form, however, it loses its supernatural abilities. A shadow reeve can retain this form until it assumes a new one. A change in form cannot be dispelled, but a shadow reeve reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. If it uses this ability to create a disguise, it get a +10 bonus on the Disguise check.

A creature that interacts with the disguised shadow reeve in direct daylight gets a Will save to recognize that there is something unusual about the appearance of the disguised shadow reeve, but the nature of the peculiarity will be unclear. A shadow reeve that is imitating another shadow-based form does not suffer from this limitation.

Regeneration (Ex): Light, electricity, and shadow spells deal normal damage to a shadow reeve. Regeneration can not occur in direct daylight.

Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow reeve will disappear within deep shadows, giving it total concealment. The ambient light from artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Shadow Shift (Su): While within an area of shadow, a shadow reeve can shift from the Shadow Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the shadow walk spell (caster level 15th).

Light Sensitivity (Ex): Shadow reeves are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: A shadow reeve receives a +2 racial bonus on Move Silently checks.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, shadow reeves also gain the following special benefits.

  • The caster level of the spell-like abilities is equal to the creature's Hit Dice.
  • The save DC of the shadow javelin is equal to 10 + ½ HD + Constitution modifier.

All 820 monsters in the Netbook Bestiary