FiRESHADOW
Huge Undead (Chaos, Evil, Extraplanar)
it Dice: 13d12 (84 hp)
1
ti
Speed: 20 fi. (4 squares)
Armor Class: 20 {~2 size, -1 Dex, +9 natural, +4
deflection}, touch 11, flat-footed 20
Base Attack/ Grapple: +6/+19
Attack: Claw +9 melee (24445 and 1d6 fire) or
ay of oblivion +3 ranged touch (1346)
Full Attack: 2 claws +9 melee (2d4+5 and Id6
fre) and bite +4 melee (2d6+3 and 1d6 fire); or
ay of oblivion +3 ranged touch (13d6}
Space/Reach: 15 t./15 ft.
Special Attacks: Create spawn, fiery aura, green
flame, ray of ablivion,
Special Qualities: Aversion to sunlight, dark-
rion 60 ft, IR 10/magic bludgeoning, undead
type, vulnerabilities, spell resistance 21
Saves: Fort +4, Ref +3, Will +11
Abilities: Str 21, Dex 9, Con
Cha 18
Skills: Climb +15, Concentration +15, Hide +9,
intimidate +14, Jump +15, Listen +13, Mave
Silently +9, Search +13, Sense Motive +13, Spell-
craft +14, Spot +13
Feats: Cleave, Improved Bull Rush, Improved
Overrun, Improved Sunder, Power Attack
. Int 17, Wis 16,
Environme: iny land or underground
Or ion: Solit
Challenge Rating: 10
‘Treasure: None
Alignment: Always chaotic evil
Advancement: 14-19 HD (Huge); 20-39 HI
(Gargantuan)
Create Spawn (Su): Any
living creature reduced to
Constitution 0 by the green
flame ofa fireshadow be-
comes a fireshadow within
1d4 rounds. The new fire-
shadow is under the com-
mand of the fireshadow that
created it and remains en-
slaved until its master's de-
struction. The spawn loses
all the special abilities and
skills it had in life, and has
a number of HD equal to
its former HD. The master
fireshadow may choose,
asa standard action, to
absorb the spawn, curing
2d10 points of damage in
the process
Fireshadows are wraithlike denizens of the
Abyss, wreathed in cold green flame. They are
sometimes summoned by evil cleries through
the use of greater planar ally ar one of several
unholy artifacts.
Fireshadows take on whatever form their
master specifies, but they are always 30 feet tall
and surrounded by green fire. They are unable to
speak or communicate except through telepathy,
and then only with the individual who sum-
moned them.
are destructive and cunning oppo-
nents. Depending on the form they have taken,
they may strike with claws and bite, or with a single
slam attack. The attacks given in the stats above
are typical of ¢ humanoid-shaped fireshadow
Fiery Aura (Su): Anyone
within 10 feet of the fire-
shadow must succeed at a
DC 16 Fort save or take
1d6 points of fire damage
from the creature's green
flames. The fireshadow's
melee attacks all automati-
cally deal 16 fire damage if
they hit.
Green Flame (Su): Any
living being who takes fire
damage from a fireshadow’s
successful melee attack begins to transform into
green flame. The flame deals 1d6 points of tem-
porary Constitution damage every round as the
victim's flesh is slowly consumed. Holy water
applied to the victim, or any cure spell cast upon
the victim, halts the spread of the green flame, as
does sunlight.
Ray of Oblivion (Sp): Once every 1d4
rounds, a fireshadow ean project an invisible ray
that deals 13d6 points of damage (DC 16 Fort
save for half). This is a ranged touch attack.
Anyone who is reduced ta 10 hp from this
attack is instantly disintegrated, as per the diszzte-
grate spell.
Aversion to Sunlight (Ex): Fireshadows are
greatly weakened in natural sunlight (not merely
a daylight spell) and avoid it, A fireshadow
exposed to natural sunlight is
affected as if by a slow spell In
addition, the fireshadow takes
246 damage per round of expo-
sure to sunlight.
Vulnerabilities: Fireshadows are
subject to damage from holy water.
They suffer double damage from weap-
ons with the disruption quality.