Creeping Shade
Source: Starfinder #11: The Penumbra Protocol
CR: 8 XP: 4,800
NE Medium outsider (incorporeal)
Init.: +6 Senses: darkvision 60 ft. Perception: +16
Defense
HP: 112
EAC: 20 KAC: 21
Fort: +9 Ref: +7 Will: +11
Offense
Speed: 15 ft., climb 15 ft.
Melee: incorporeal touch +18 (1d12+8 C; critical inhabit)
Offensive Abilities: gloom spores, inhabit (DC 18)
Statistics
Str: — Dex: +6 Con: +3 Wis: +2 Int: -3 Cha: +0
Skills: Athletics +16, Stealth +21, Survival +16
Ecology
Environment: any (Shadow Plane)
Organization: solitary or garden (2–7)
Special Abilities
<p><b>Gloom Spores (Su)</b> A creature affected by a creeping shade’s inhabit ability risks being poisoned by gloom spores when the creeping shade leaves its body. For every round past the first that a creeping shade has inhabited a creature’s body, the creature takes a cumulative –1 penalty to the saving throw to resist the poison.<br/><br/> <b>Inhabit (Su)</b> When a creeping shade scores a critical hit on a living creature, it enters that creature’s space (this doesn’t provoke an attack of opportunity) and merges with the creature’s body for 1d6+1 rounds. The creeping shade doesn’t control the creature it inhabits, but does make the creature feel an overwhelming sense of melancholy. An inhabited creature can’t benefit from morale bonuses. Every round after the first, an inhabited creature can attempt a DC 18 Fortitude save to eject the creeping shade from its body. In addition, a creeping shade can inhabit an adjacent, unconscious living creature as a full action if that creature fails a DC 18 Fortitude save. When a creeping shade leaves an inhabited creature’s body (either if it is ejected or if the duration of the ability ends), it appears in an adjacent square of its choosing and regains 5d8 Hit Points, and the affected creature is subjected to gloom spores. <h3 class="framing">Gloom Spores</h3> <b>Type</b> poison (contact); <b>Save</b> Fortitude DC 18<br/> <b>Track</b> Wisdom (special); <b>Frequency</b> 1/minute for 6 minutes<br/> <b>Effect</b> progression track is Healthy—Weakened—Impaired—Confused—Comatose—Comatose. The second comatose functions as an end state.<br/> <b>Cure</b> 1 save</p>