Majordomo

Majordomo

Creature 4

Perception +10; darkvision

Languages Necril

Skills Acrobatics +10, Stealth +14

Str –5, Dex +4, Con +0, Int –2, Wis +2, Cha +3

AC 20; Fort +8, Ref +14, Will +12

HP 40; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Weaknesses light vulnerability; Resistances all 5 (except force, ghost touch, or positive; double resistance against non-magical)

Light Vulnerability An object shedding magical light (such as from the

spell) is treated as magical when used to attack the shadow.

Speed fly 30 feet

Melee shadow hand +15 (finesse, magical), Damage 2d6+3 negative

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, necromancy) Requirement 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 (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.