Shadow Heart

Shadow Heart CR 14

XP 38,400
Bound horror eldritch lurker in darkness
NE Huge outsider (extraplanar, evil)
Init +5; Senses see in darkness; detect magic, Perception +22
Aura aura of despair (30 ft., DC 21)

DEFENSE

AC 28, touch 14, flat-footed 22 (+5 Dex, +1 dodge, +14 natural, -2 size)
hp 142 (15d10+60)
Fort +13, Ref +10, Will +13
Defensive Abilities immortal, rejuvenation; DR 10/magic; Immune mind-affecting; Resist cold 15, electricity 15; SR 18

OFFENSE

Speed 30 ft., climb 30 ft.
Melee 2 tendrils +24 (4d8+10 plus ability drain, feed on hopes and grab) or touch +24 (feed on hopes)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (4d8+10 plus feed on hopes), feed on hopes, possession, spellcasting
Spell-like Abilities (CL 12th; concentration +16)

Sorcerer Spells Known (CL 15, concentration +19)

TACTICS

Before Combat The Shadow Heart can sense the PCs presence, if not their exact location once they enter the city. It will remain hidden within its bound space until the PCs enter within 50 feet of the object or if they engage its minions in combat. While the PCs are in the city, it will attempt to cast some spells on them when they are engaging other creatures. Though it reserves some spells to protect itself if the PCs make it that far. It will also cast mage armor and nondetection on itself once it knows the PCs are getting close.

During Combat At the beginning of combat, the Shadow Heart will use its spells to harm and debuf its enemies while they are preoccupied with its minions and before they can approach. Once its spells are largely exhausted, it is engaged in melee, or half of its minions are defeated, it will wade into melee combat.

Morale The Shadow Heart will fight to the death, it has nowhere else to go and this is a fantastic source of food.

STATISTICS

Str 28, Dex 16, Con 19, Int 16, Wis 19, Cha 19
Base Attack +15 CMB +26; CMD 29 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Grapple, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (tendril)
Skills Bluff +22, Climb +27, Escape Artist +18, Intimidate +27, Knowledge (arcana) +22, Knowledge (planes) +22, Sense Motive, +22, Spellcraft +13, Stealth +19, Swim +27
Languages Common, Abyssal, Aklo; telepathy 100 ft.
SQ shadowy form

SPECIAL ABILITIES

Ability Drain (Su)

The Shadow Heart’s tendrils cause shocking images of pain and despair as well as sapping the targets power, dealing 1d12 Wisdom drain (Will DC 21, negates).

Aura of Despair (Su)

The Shadow Heart has an aura that dims the area and causes a sense of despair in those around them. This lowers the light level by 2 levels within 30 feet. This dimming is equivalent to a 3rd level spell for the purposes of superseding light spells. Additionally, anytime a creature enters the aura they must make a Will save (DC 21) or have the despairing condition until they leave the aura and for 1d4 rounds thereafter. On a successful save, the creatures have the doubting condition. Once a creature has been affected by the aura, they are immune to its effects for 24 hours. This is a mind-affecting despair condition.

Feed on Hopes (Su)

The Shadow Heart feeds off of hopes and revels in inflicting feelings of hopelessness in their prey. With a touch attack or as part of their natural attacks, the Shadow Heart can increase the despair condition by one level and empower themselves. The target must make a Will save (DC 21) or have their condition worsened (doubting, despairing, hopeless). If the target is already subject to the hopeless condition, they must still make a Will save or have their life force sapped from them, taking 2d8+5 negative energy damage and healing the Shadow Heart for the damage dealt, up to its maximum hp plus any temporary hit points it may have. The increased condition lasts as long as the underlying effect.

Each time the target fails the Will save and has a condition added or worsened, the Shadow Heart gains the benefits of the death knell spell for 1 minute. Additional failures do not cause the death knell benefits to stack but the duration is reset to 1 minute and temporary hit points may be replenished.

Immortal (Su)

Bound horrors do not need to breathe, eat, or sleep (although they can do so if they wish) and are immune to negative aging effects or death from old age.

Possession (Su)

A bound horror may possess its charge (see below) as a full-round action. If the charge is a living creature, then the horror may only possess their charge at the charge’s request. When possessing, the bound perceives their surroundings using any senses they normally possess. The bound horror may use any special or spell-like abilities that do not require a physical form. If the bound horror’s charge is a creature, the horror may communicate with the creature telepathically. If the bound horror’s charge is a location, any area within the location counts as the bound horror for the purposes of senses, spell-like abilities, or special abilities. If the bound horror’s charge is an object, the horror may alter the physical details of the object any way they choose. The bound horror may physically manifest again as a full-round action anywhere within 300 feet of its charge.

Rejuvenation (Su)

When a bound horror is destroyed, it immediately begins the process of rebuilding itself near to or within its charge (see below). This process takes 1d10 days. The horror can only be permanently killed with the destruction of its charge. If the horror’s charge is a location, it must be sanctified (usually through the casting of a hallow spell).

Shadowy Form (Su)

In any illumination other than bright light, the Shadow Heart blends into the shadows, giving it concealment (20% miss chance). In darkness it gains total concealment (50% miss chance). This miss chance applies even if the attacker has darkvision, though creatures with see in darkness are not affected.

Section 15: Copyright Notice

Like a Boss © 2023, Samurai Sheepdog. Authors: Kevin Glusing, Matt Daley, Mike Myler, Charles W. Plemons III

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