Epic Dungeon in the Playground
Hall of Deathshades
The hallway is 70 feet long and 10 feet wide. The floor is covered in rubble making it difficult terrain. A flickering torch is inset every twenty feet along the wall. The lighting is dim. When the players enter, the following scene is described to them: A long, rubble-strewn hallway extends before you. Despite the flickering torches inset every twenty feet along the walls, the light is quite dim. You can make out engravings on the walls.
This innocent-looking hallway is actually a fiendish death-trap. Three advanced shadows are hiding in the walls 10 feet away from the hall. If they hear the PCs walking through the hall, they will attack.
Creatures: 3 Advanced Shadows
Medium Undead (Incorporeal)
HD 6d12 (38)
Speed 40 ft. fly (good) (8 squares)
AC 14 (+2 Dex, +2 Deflection); touch 14; flat-footed 12
BAB +3; Grp -
Attack Incorporeal touch + 5 Melee (1d6 STR)
Full-Attack Incorporeal touch + 5 Melee (1d6 STR)
Space 5 ft.; Reach 5 ft.
Special Attacks Create Spawn, Strength Damage
Special Qualities Darkvision 60ft, incorporeal traits, +2 turn resistance, undead traits
Saves Fort +2 Ref +4 Will +6
Abilities Str -, Dex 14, Con -, Int 6, Wis 12, Cha 14
Skills Hide +8, Listen +7, Search +4, Spot +7, Tumble +4
Feats Alertness, Dodge, Flyby attack
Organization Solitary, gang (2-5), or swarm (6-11)
Alignment Always Chaotic Evil
Advancement 7-9 (Medium)
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su)
The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su)
Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
The shadows are incorporeal and have flyby attack. On their turns they fly out of the wall, attack the nearest PC, then fly back into the safety of the wall.