A bat-winged stalker of living darkness that pounces from the gloom, steals brilliant minds into dark gems, and sells them at auction in the Lower Planes.
Picture a tall, thin humanoid cut from darkness, with stubby bat wings on its back and long fingers and toes ending in vicious claws that tear deep wounds. Shadow fiends speak no known tongue. Rumor says they can talk with other natives of the Lower Planes, though no mortal has ever confirmed it.
Many folk wrongly assume they are kin to shadows, and like shadows they go 90% unnoticed in shadow or dim light. Against victims who have not noticed them, they always gain surprise, and they use it to spring. The little wings carry a leap of up to 30 feet that ends in four raking claws for 1d6 each, though no bite. Otherwise the fiend fights with two claws (1d6 each) and a bite (1d8).
Light decides how dangerous it is. Under open sun or continual light it has AC 9 and takes double damage from every hit, so it flees. By lantern, torch or a light spell it has AC 5, takes normal damage and gains +1 to hit. In anything as dim as candlelight or moonlight, it is at its worst: AC 1, +2 to hit, and only half damage from attacks. In every case fire, cold and electricity do not harm it. A light spell cast straight at one deals 1d6 per caster level, modified up or down by the surrounding light.
Once a day it can create darkness 15' radius or cast fear over everyone in a 30-foot area. Once a week, if it has a fitting receptacle on hand, it can try magic jar on one target; a victim who saves vs. spells leaves the fiend stunned for 1d3 rounds. Clerics turn shadow fiends on the special row of the undead table.
On the Lower Planes they live in small villages famous for sculptures shaped from pure darkness, an art they cannot practice elsewhere and that takes too much focus to use in a fight. Many villages surround a tiny, hidden gate, just a few feet tall, leading to another plane. Stranded on a strange plane, shadow fiends look for ancient black dragons and live with them. Some suspect a biological or social bond between the two, and certain magical researchers would pay well to learn the truth.
Shadow fiends are merchants, and their goods are minds trapped in dark gems. A renowned wizard's intellect can set off fierce bidding, and the fiends swap such prizes for pure, raw evil magic, which they somehow mold into more of their kind. They seek brilliance, but loud boasters who claim great knowledge sometimes catch their eye by mistake and end up on the auction block. Some believe the great evil powers of those planes can command these fiends whenever they choose.
More: Monsters starting with S · Planescape monsters · All monsters A-Z
| Climate/Terrain | Lower Planes |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Special |
| Intelligence | Very (11-12) |
| Treasure | Nil |
| Alignment | Chaotic evil |
| No. Appearing | 1 |
| Armor Class | 9, 5, or 1 |
| Movement | 12 (see below) |
| Hit Dice | 7+3 |
| THAC0 | 13 |
| No. of Attacks | 3 |
| Damage/Attack | 1d6/1d6/1d8 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | See below |
| Size | M (6' tall) |
| Morale | Champion (15-16) |
| XP Value | 2,000 |