D&D 3e (3.0/3.5) Rules
by Ogre Bane
Medium Outsider (Evil, Extraplanar, Tanar'ri)
This humanoid has skin the color of the darkest onyx covering its body. It is completely devoid of any hair and it has long, swept-back ears similar to an elf. Small, black, leathery bat wings are on its back, suggesting this creature can fly but not very well. Its hands end in claws that seem to swirl with shadows and its eyes lack any definition, seeming to be oily pools of utter darkness.
Shadow fiends dwell in the Abyss and when they are encountered on the material plane, they are almost always found alone. Their passionate hatred for mortals prevents them from ever serving a powerful wizard or cleric that may be able to summon them and their betraying nature prevents them from serving other, more powerful fiends and demons. Thus, shadow fiends are mostly solitary creatures that attack anything and everything they can find, draining away the very life force of their enemies.
There are some rumors that tell shadow fiends are in fact an offshoot race of death fiends, a more powerful race of fiends with ties to energy draining abilities. However, shadow fiends have not shown any connection to the undead.
Shadow fiends are about 5 and a half feet tall and weigh around 200 pounds. Although they seem small, their natural strength sometimes gets the better of enemies who underestimate them. Shadow fiends speak Abyssal, Common, Draconic, and Elven.
Shadow fiends almost always take to the air and use Flyby Attack against stronger opponents. They surround the battlefield in deeper darkness since they can see perfectly in it and this usually causes severe problems for their enemies. Shadow fiends also make good use of their spell-like abilities to bring down larger groups of powerful spellcasters.
Energy Drain (Su): A living opponent hit by a claw attack of the shadow fiend must make a Fortitude save (DC 19) or gain a negative level. This save is Charisma-based.
Shadow Jump (Sp): The shadow fiend can move from one source of shadow to the next, as if using the dimension door spell. However, the shadow fiend must move from one source of shadow to another. The area or size of the shadow is irrelevant - it can be as small as a tiny bird's shadow or as large as one created from an ancient tower. This is used as a free action that does not provoke an attack of opportunity and the shadow fiend does not need to cast a spell in order to use it. It simply moves from one source of shadow (a person's shadow, for example) and immediately moves to another source of shadow (a shadow created from the flickering flames of a torch). The sources of shadow cannot be more than 100 feet apart. The shadow fiend can only shadow jump once per round, and may not take anyone with him through his shadow jump, only himself and any held items. An area with total daylight may still create shadows at certain angles.
Shadow Blend (Su): During any conditions other than full daylight (but not a daylight spell), a shadow fiend can disappear into the shadows, giving it total concealment.
Aversion to Daylight (Su): Shadow fiends are creatures of utter darkness and are powerless in areas of complete and total daylight, where they cannot find any shadows to find shelter. In an area with no shadows at all (like the surface of a desert with no terrain features) it is treated as being stunned. This effect lasts for one round and then the shadow fiend takes 5d6 points of damage each round it spends in the natural daylight. A shadow fiend cannot use any of its spell-like or supernatural abilities until it has spent at least one full round in shadows. A daylight spell does not affect a shadow fiend, however a sunburst spell will affect it normally.
See in Darkness (Su): A shadow fiend can see perfectly in any form of darkness, even magical darkness and deeper darkness.
Spell-like Abilities (Sp): At will - confusion, darkness, death knell, detect good, detect magic, dispel good, dispel magic, greater teleport (self plus 50 pounds of objects only), hold monster, unholy blight. 3/day - deeper darkness. Caster level 12th. Save DC is 14 + spell level. These saves are Charisma-based.
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