Init: +5. Senses: darkvision 60 ft.; Perception +13. Ac: 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge).
Hp: 58 (9d8+18).
Fortitude: +5. Reflex: +8. Will: +7. Defensive Abilities: incorporeal, channel resistance +2. Immune: undead traits.
Speed: fly 40 ft. (good). Melee: incorporeal touch +11 (1d8 Strength). Special Attacks: create spawn (as per shadow), strength damage. Strength: -. Dexterity: 20. Constitution: -. Intelligence: 6. Wisdom: 12. Charisma: 15.
Base Attack: +6. Cmb: +11. Cmd: 24.
Feats: Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth).
Skills: Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 in bright light). Racial Modifiers: +4 Stealth in dim light (-4 in bright light).
Environment: any. Organization: solitary. Treasure: standard.
Description: This shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.
Special Abilities
Strength Damage
A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows, which typically treat a greater shadow as a leader to rally behind.