Owb

Owb (CR 6)1
Medium outsider
Init 20; Senses see in blackness; Notice 23
Defense
AC 17, flat-footed 10; +4 vs. AoO
(+6 Dex, +1 dodge)
HP 76 (8d10+32); fast healing 2
Fort +6, Ref +12, Will +8
Immune cold
Weaknesses light sensitivity
Offense
Speed 5 ft., fly 60 ft.
Melee 2 claws +12 (1d8+4 plus 1d6 cold)
Ranged burning cold +14 (3d6 cold)
Special Attacks burning cold, chill (1d6 cold), curse of darkness
Spell-Like Abilities (CL 8th; caster check +11)
Constant—blur
At will—blackness, detect thoughts (W-DC 15), dust of twilight (F-DC 15)
5/day—shadow step
1/day—plane shift (self only, Shadow Plane)
Statistics
Str 18, Dex 22, Con 19, Int 11, Wis 15, Cha 16
Base Atk +8; CMB +12; CMD 29
Feats Dodge, Flyby Attack, Improved Initiative, Point-Blank Shot
Skills Acrobatics +17, Deception +14, Diplomacy +14, Knowledge (planes) +11, Perception +13, Stealth +17
Languages Dark Folk; telepathy
Ecology
Environment Realms Between (Shadow Plane), underground
Organization solitary or cabal (2–4)
Treasure Value none
Special Abilities
Burning Cold (Su; cold) As a standard action, an owb can conjure a ball of flickering flames and hurl it at an opponent. The flames can be thrown as a ranged touch attack at a range of 120 feet with no range increment, and deal 3d6 points of cold damage.
Curse of Darkness (Su; curse; Cha) With a touch, an owb can make bright light unbearable to the victim. Any creature touched must succeed at a DC 17 Fortitude save or gain the light blindness weakness. This ability also robs the victim of its coloration, leaving the creature and its equipment in washed-out shades of gray.

An owb is a sinister visitor from the Shadow Plane, a creature resembling a humanoid torso draped in darkness. Alien in nature, this mysterious shade never speaks audible words, but it constantly uses its telepathy to project mumbles of curses and threats into the minds of those it encounters.

The race's closest relationship is with the dark folk, who worship owbs as proxies to gods of the shadows. Most dark folk believe the first of their kind were created by owbs—or more powerful owb-like beings.

An owb despises any light other than the dim flicker created by its burning cold ability, and shrinks from its presence. It often seeks to destroy those who bring light near it, relentlessly attacking the perpetrators until its enemies flee or die.

An owb usually keeps its presence hidden from mortals. Lurking nearby, the shadowy creature listens in on nearby thoughts, always searching for a collection of fears and worries it can capitalize on for its own machinations. It may serve as an intermediary between doppelgangers on the surface world and dark folk in subterranean lands. An owb associated with a tribe of dark folk may scrutinize newborns and tune the children's connection to the Shadow Plane so they eventually grow into a different type of dark folk than the type they were born (allowing a dark creeper to become a dark stalker, and so on).

An owb loves manipulation and runs conspiratorial plots involving denizens of the Shadow Plane and those of Porphyra. An owb or cabal of owbs may control entire clans of dark folk, and use them as spies and pawns in some inscrutable plan.

Though most of an owb's form measures only 3-1/2 feet tall, it typically floats so its head is level with that of a Medium humanoid. Deceptively light, an owb weighs only 20 pounds.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.