Hadrhune CR 22
hp 50 / 160 (+20 in darkness or shadows) (20 HD); fast healing 2
Male human shade FR wizard 10/shadow adept PG 10
Neutral Evil Medium humanoid (shadovar of Umbra)
Initiative +5; Senses darkvision 60 feet.,
low-light vision; see invisibility; Perception +18
Languages Chondathan, Common, Draconic, Netherese, Lhoross
AC 30, touch 20, flat-footed 24; +4 and magic missile
absorption with greater shield of shadows
Miss Chance 20% (greater shield of shadows)
Immune divination, emotion- or thought-detecting effects,
mind-affecting spells and abilities, scrying
SR 31 in darkness or shadows or SR 22
Fort +12 (+16 in darkness or shadows), Ref +18 (+22 in
darkness or shadows), Will +23 (+27 in darkness or
shadows); +5 against illusions; +3 against enchantment,
necromancy, and spells that have the darkness descriptor
Weakness loses shade abilities (darkvision, increased
speed, shadow stride, fast healing, control light,
invisibility, shadow image) when not in darkness or shadows
Speed 30 ft. (6 squares), 50 ft. in darkness or shadows, fly
(from spell) 60 ft. (good); shadow stride, shadow walk
Melee: + 12 Longsword
Base Atk Bonus +10; CMB +10
Special Actions control light, shield of shadows, invisibility,
shadow double, shadow travel, Spell-like-Abillitys, SR 31
Wizard Spells Prepared (CL 20th; 1d20+22 to overcome SR):
9th—dominate monster* (DC 25), power word kill*, wail of the banshee* (DC 25), weird* (DC 25)
8th—mind blank†, greater shadow evocation* (2, DC 24), quickened dimension door, quickened enervation*
7th—finger of death* (DC 23), power word stun*, silent greater dispel magic, spell turning
6th—acid fog, circle of death* (DC 22), veil of shadows†
5th—quickened magic missile (3, CL 19th), shadow evocation* (DC 21, CL 19th), silent stilled suggestion* (DC 19)
4th—confusion* (DC 20), phantasmal killer* (2, DC 20), silent dispel magic, Sinsabur’s baleful bolt (DC 20; see page 146)
3rd—blacklightFR, fly† (CL 19th), protection from energy, suggestion* (2, DC 19)
2nd—death armor, ghoul touch* (2, +10 melee touch, DC 18), see invisibility†, spectral hand*, Hideous laughter* (DC 18)
1st—magic missile (2, CL 19th), protection from good, ray of enfeeblement* (+15 ranged touch), shield (2)
0th—detect magic, mage hand (CL 19th), message (CL 19th), prestidigitation, mending
* DC 35 caster level check against Weave users’ dispel checks
Spell-Like Abilities (CL 20th):
1/round—invisibility (CL 10th)
1/day—shadow walk (CL 10th)
3/day—shadow image (1d4+6 images)
Abilities Str 10, Dex 20, Con 13 (15 in darkness or
shadows), Int 21, Wis 14, Cha 14 (16 in darkness or shadows)
Feats Combat Casting, Craft Staff, Craft Wondrous ItemB,
Insidious MagicB PG, Node SpellcastingUnd, Pernicious
MagicB PG, Quicken SpellB, Scribe ScrollB, Shadow Weave
MagicPG, Silent Spell, Spell Penetration, Spellcasting
ProdigyFR, Still Spell, Tenacious MagicB PG
Skills Bluff +12, Concentration +21, Craft (alchemy) +15,
Decipher Script +15, Disguise +12, Hide +25, Knowledge
(arcana) +25, Knowledge (the planes) +25, Move
Silently +13, Perception +18, Spellcraft +25,
Possessions black robe of the archmagi, gloves of Dexterity +6,
boots of speed, amulet of natural armor +5, cloak of
resistance +5, pearl of power (7th level)
Fast Healing (Ex) Hadrhune heals 2 points of damage each
round, provided he is still alive and in darkness or shadows.
Shadow Stride (Sp) When in darkness or shadows,
Hadrhune can vanish from his current location and
reappear in any shadowy area within 300 feet up to once
every 2 rounds as a move action.
Control Light (Sp) When in shadowy illumination,
Hadrhune can decrease the level of light within a 100
foot radius by a factor of up to 100%. This effect
decreases the overall effective range of vision for
characters and creatures dependent on light by the
same percentage. A character within the affected area
gains a +1 bonus on Stealth for each 25% decrease in light.
Greater Shield of Shadows (Su) Hadrhune can surround
himself with a globe of purple-black force as a standard
action. This shield of shadows functions like a shield
spell, granting him a +4 bonus to AC and absorbing
magic missiles cast at him. In addition, a shield of
shadows provides concealment against melee or ranged
attacks. Hadrhune can see and reach through the
shield, so it does not provide cover or concealment to
opponents. Hadrhune can use his shield of shadows for
up to 20 rounds per day. This duration need not be
consecutive, and it can be broken up into increments as
small as 1 round. He can dismiss it as a standardaction.
Shadow Travel (Sp) Once per day when in shadowy
illumination, Hadrhune can use either teleport without
error to reach a shadowy locale on the same world or
plane shift to access the Plane of Shadow.
Skills Hadrhune has a +4 racial bonus on Listen and Spot
checks in darkness or shadows (figured in above
statistics), and a +8 racial bonus on Hide and Move
Silently checks. He takes no penalties due to conditions
of poor illumination.