Shadow, Slow
Medium-size Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 40 ft. (good)
AC: 13 (+2 Dex, +1 deflection)
Attacks: Incorporeal touch +4
Damage: Incorporeal touch 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Incorporeal touch, create spawn
Special Qualities: undead, incorporeal, shadow blend, haste vulnerability, +2 turn resistance
Saves: Fort +1, Ref +3, Will +5
Abilities: Str --, Dex 15, Con --, Int 7, Wis 12, Cha 13
Skills: Hide +12, Listen +8, Spot +8, Intuit Direction +4
Feats: Improved Initiative
Climate/Terrain: Any subterranean and ruins
Organization: Solitary, gang (2-5), or swarm (4-16)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-10 HD (Medium-size)

Slow shadows appear as pitch-black blobs, with amorphous twistings to their outlines, which make them appear to grow or shrink (from four to six feet across) as they move.  

Combat
Slow shadows roam through dungeons and ruins searching for humanoids to transform.  They can sense such creatures up to 100 feet away.  Once a victim is found, the slow shadows withdraw into the surrounding cracks and corners and wait for the victim to come to them.  When the victim passes by, the shadows rush out and attack.
     Incorporeal Touch (Su):  The touch of a slow shadow deals 1d4 points of cold damage and slows the victim as per the spell (no saving throw allowed).  On a successful hit, the slow shadow attaches to the victim and the victim is slowed and continues to take 1d4 points of cold damage each round until the victim dies, the slow shadow dies, or is driven off.     
     Shadow Blend (Su):  During any conditions other than full daylight, a slow shadow can disappear into the shadows, giving it nine-tenths concealment.  Artificial illumination, even a light or continual flame spell, does not negate this ability.  A daylight spell, however, will.  Even in full daylight, the slow shadow is 50% undetectable.  
     Incorporeal:  Can be harmed only by other incorporeal creatures, +2 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source.  Can pass through solid objects at will, and own attacks pass through armor.  Always moves silently.
     Undead:  Immune to mind-influencing effects, poisons, sleep, paralysis, stunning, and disease.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
     Create Spawn (Su):  Any humanoid killed by slow shadows become lesser slow shadows within one turn.  Lesser slow shadows have all of the abilities of slow shadows but must remain within 40-foot range of where they changed or within a 40-foot range of the shadows that slew them.  Casting remove curse on the body can prevent the change.  Once the change has taken place, recovery is practically impossible.  
     Haste Vulnerability: A single haste spell drives 2d10 slow shadows away, if cast before they attach to their victims.  

* Converted by DJBehringer (Archimagus@aol.com)