(sometimes called a 'Shadow on the Soul')
Medium Undead (Incorporeal)
HD: 3d12 (19 hp), Init +2, Fly 40 ft. (good), AC 13 (+2 Dex, +1 deflection),
touch 13, flat-footed 11, BAB/Grapple: +1/-, Atk: Incorporeal touch +3 melee
(1d6 Str), Full Atk: Same, Space/Reach: 5 ft./5 ft., SA Strength damage, SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, SVs
Fort +1, Ref +3, Will +4, Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13, Hide
2 (+8*), Listen 2 (+7), Search 2 (+4), Spot 2 (+7), Alertness, Dodge
+2 racial bonus on Listen and Spot checks, +4 racial bonus on Search checks.
+4 racial bonus on Hide checks in areas of shadowy illumination, -4 penalty
on Hide checks in brightly lit areas.
Statistically, this Familiar is identical to an undead Shadow, with the following
exceptions;
1) It becomes a Familiar and gains the following traits of a Familiar;
Intelligence increase by caster level, Improved Evasion, Share Spells, Empathic
Link, Deliver touch spells, Speak with master, Spell resistance. Instead of
a Natural Armor adjustment, it receives an increasing Deflection bonus to it's
armor class, that stacks with it's own. It's hit points, effective Hit Dice,
base attack bonus, saving throws and skills remain unchanged from a standard
undead Shadow. It does not gain anything to replace the 'speak with animals
of its own kind' feature or the 'scry on familiar' feature.
2) It cannot Create Spawn. Instead, when it kills a creature that would be
eligible to become a Shadow spawn, it instead regains 1d6 hit points for every
HD of that creature, up to it's maximum hit points.
3) It is bound to the spellcaster, replacing his or her own shadow, and cannot
normally move beyond a five foot square adjacent to their person.
4) The Shadow Soul *can* roam freely, but only when the spellcaster is unconscious
or in a meditative state, which can be entered with a Concentration check (DC
15), during which the spellcaster is in control of the Shadow's actions, and
perceives through it's senses instead of his own (but cannot use any of his
own abilities, save for his mental attributes and any skill that does not require
a physical body or the presence of equipment). The Shadow Soul can travel up
to one mile from the master's unconscious body during this time, using it's
normal movement rates, and automatically reappears stunned at the master's side
if he awakens unexpectedly (both the master and the Shadow Soul are stunned
for one round, in this case). If it attempts to leave a one mile radius, or
the body is transported beyond it's maximum range, it also reappears stunned
at the location of it's masters body. The Shadow Soul does not roam free or
remain active when the spellcaster is *resting,* but must remain dormant and
unaware if the spellcaster is to be rested and capable of recovering spells.
5) If a Shadow Soul is destroyed, the master is immediately exhausted, and
receives a negative level (Fort DC 15 to remove). A successful attempt to Turn
a Shadow Soul may cause it to move to it's maximum range away from the Turning
Cleric (which would be in the five foot square adjacent to its master that is
furthest from the Cleric). Rebuke, Bolster and Destroy Undead attempts work
normally, but the Shadow Soul is resistant to attempts to Command it and gains
a Will saving throw each round (treat the Command Undead as a 1st level spell
to determine DC) it is commanded to take an action that could endanger itself
or its master.