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The Shadow Prince

Creature 11 (rare) — illusion, mental

Pre-Remaster content. May include legacy alignment.

A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a Phantasmal Killer spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +18
Skills deception +22, intimidation +24, occultism +21, society +21, stealth +20
Str
+4
Dex
+5
Con
+4
Int
+2
Wis
+3
Cha
+7
AC 30 Fort +21 Ref +22 Will +18
HP 200
Immunities death-effects, disease, doomed, scrying, emotion
Resistances physical (except silver) 10
Weaknesses mental 10
Speed 30 feet, fly 30 feet

Offense

Melee Illusory Weapon +24, Damage 4d6+10 mental plus 1d6 bleed

Abilities

Telepathy 100 feet (aura, magical) — Telepathy
Universal Language — Anything spoken by the Shadow Prince is perceived by the listener in its native language.
Urban Legend — The Shadow Prince's illusory abilities granted by its urban legend include its immunity to emotion effects, its resistance to physical damage, its frightful presence, and the persistent bleed caused by its melee Strikes. A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have. Tremorsense (imprecise) 100 feet Immunity to one damage type, magic school, or condition Weakness 10 to one damage type other than mental Resistance 10 to physical damage, with an exception for either cold iron or silver Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 1d6 Extra Damage on Strikes, of a type one foe believes in Additional Spells Phantom Pain and Shadow Blast at 6th rank
Frightful Presence (aura, emotion, fear, mental) — 100 feet. DC 28 Will Frightful Presence

Spells

Dimension Door (rank 4)
Phantasmal Killer (rank 4)
Shield (rank 1)
Telekinetic Projectile (rank 1)

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