Owb — The Whisper Behind the Throne

A legless Owb floats above a stone floor, its skeletal torso veiled in liquid shadow as it conjures a pale flame of burning cold.

A whisper behind the ruler. A cold flame in the dark.

At a Glance

IdentityA floating shadow outsider that rules through fear and secret knowledge.
Size & typeMedium; Aberration in fifth edition, Outsider (Extraplanar) in PF1e and 3.5e.
TemperamentSecretive, coercive and fiercely hostile to light.
Combat roleFlying skirmisher and hidden controller.
Signature powersBurning Cold; Curse of Darkness; telepathy and shadow travel.
HabitatLightless passages, subterranean courts and shadowed planar settlements.
Campaign RangeShadow Plane; subterranean Dark Folk communities reached from that plane.
ChallengeCR 6 in each rules panel. Allies, darkness and escape routes increase encounter difficulty.

Rules by Edition

Owb

Medium Aberration, Neutral Evil

AC 17; Initiative +6 (16)

Hit Points 110 (13d8 + 52)
Speed 5 ft., Fly 60 ft. (hover)

STR18 (+4)
DEX22 (+6)
CON19 (+4)
INT11 (+0)
WIS15 (+2)
CHA16 (+3)

Saving Throws Con +7, Wis +5
Skills Deception +6, Insight +5, Perception +5, Stealth +9
Immunities Cold

Senses Darkvision 120 ft., Passive Perception 15
Languages understands Dark Folk but cannot speak; telepathy 100 ft.
CR 6 (XP 2,300; PB +3)

Traits

See in Darkness. Magical darkness does not impede the owb’s darkvision.

Shadow Veil. Attack rolls against the owb have disadvantage unless the attacker can see it with Truesight. The veil does not hide it or make it incorporeal.

Fast Healing. At the start of its turn, the owb regains 2 Hit Points if it has at least 1 Hit Point.

Light Sensitivity. While in bright light, the owb has disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.

Actions

Multiattack. The owb makes two Claw attacks. It cannot replace either attack with Burning Cold, Curse of Darkness, or Spellcasting.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 7 (2d6) Cold damage.

Burning Cold. Ranged Attack Roll: +9, range 120 ft. Hit: 21 (6d6) Cold damage.

Curse of Darkness. One creature within 5 feet makes a DC 14 Constitution saving throw. On a failure, it and its worn or carried equipment lose their colour until the curse ends. When it enters bright light from dim light or darkness, it is blinded until the end of its next turn. While in bright light, it has disadvantage on attack rolls and ability checks relying on sight. Multiple applications do not stack. Remove curse or greater restoration ends this curse. For a creature with the Dark Folk ancestry, only wish ends it. Colour returns when the curse ends.

Twilight Dust. A point within 60 feet sheds gray dust in a 10-foot-radius sphere. Nonmagical flames in the sphere are extinguished. Creatures in it make a DC 14 Constitution saving throw; on a failure, their Speed is reduced by 10 feet until the end of the owb’s next turn. This reduction does not stack and does not affect creatures immune to Cold damage.

Spellcasting. The owb casts one of the following spells, requiring no components and using Charisma (spell save DC 14):
At will: darkness, detect thoughts
1/day: plane shift (self only, to or from the Shadow Plane). Darkness and detect thoughts each require Concentration and last up to 10 minutes and 1 minute respectively. It can concentrate on only one spell at a time.

Bonus Actions

Shadow Step (5/Day). While in dim light or darkness, the owb teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It cannot bring another creature. Uses return after it finishes a Long Rest.

Owb

Medium aberration, neutral evil

Armor Class 17 (natural armor)

Hit Points 110 (13d8 + 52)
Speed 5 ft., fly 60 ft. (hover)

STR18 (+4)
DEX22 (+6)
CON19 (+4)
INT11 (+0)
WIS15 (+2)
CHA16 (+3)

Saving Throws Con +7, Wis +5
Skills Deception +6, Insight +5, Perception +5, Stealth +9
Damage Immunities cold

Senses darkvision 120 ft., passive Perception 15
Languages understands Dark Folk but cannot speak, telepathy 100 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Traits

See in Darkness. Magical darkness does not impede the owb’s darkvision.

Shadow Veil. Attack rolls against the owb have disadvantage unless the attacker can see it with Truesight. The veil does not hide it or make it incorporeal.

Fast Healing. At the start of its turn, the owb regains 2 Hit Points if it has at least 1 Hit Point.

Light Sensitivity. While in bright light, the owb has disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.

Actions

Multiattack. The owb makes two Claw attacks. It cannot replace either attack with Burning Cold, Curse of Darkness, or Spellcasting.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) cold damage.

Burning Cold. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.

Curse of Darkness. One creature within 5 feet makes a DC 14 Constitution saving throw. On a failure, it and its worn or carried equipment lose their colour until the curse ends. When it enters bright light from dim light or darkness, it is blinded until the end of its next turn. While in bright light, it has disadvantage on attack rolls and ability checks relying on sight. Multiple applications do not stack. Remove curse or greater restoration ends this curse. For a creature with the Dark Folk ancestry, only wish ends it. Colour returns when the curse ends.

Twilight Dust. A point within 60 feet sheds gray dust in a 10-foot-radius sphere. Nonmagical flames in the sphere are extinguished. Creatures in it make a DC 14 Constitution saving throw; on a failure, their Speed is reduced by 10 feet until the end of the owb’s next turn. This reduction does not stack and does not affect creatures immune to Cold damage.

Spellcasting. The owb casts one of the following spells, requiring no components and using Charisma (spell save DC 14):
At will: darkness, detect thoughts
1/day: plane shift (self only, to or from the Shadow Plane). Darkness and detect thoughts each require Concentration and last up to 10 minutes and 1 minute respectively. It can concentrate on only one spell at a time.

Bonus Actions

Shadow Step (5/Day). While in dim light or darkness, the owb teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It cannot bring another creature. Uses return after it finishes a long rest.

Owb — CR 6

XP 2,400
NE Medium outsider (extraplanar)
Init +10; Senses darkvision 60 ft., see in darkness; Perception +13

Defense

AC 17, touch 17, flat-footed 10 (+6 Dex, +1 dodge)
hp 76 (8d10+32); fast healing 2
Fort +10, Ref +8, Will +8
Immune cold
Weaknesses light sensitivity

Offense

Speed 5 ft., fly 60 ft. (perfect)
Melee 2 claws +12 (1d8+4 plus 1d6 cold)
Ranged burning cold +14 touch (3d6 cold)
Special Attacks burning cold, curse of darkness
Spell-Like Abilities (CL 8th; concentration +11)

Constant—blur
At will—deeper darkness, detect thoughts, dust of twilight (DC 15)
5/day—shadow step
1/day—plane shift (self only, to or from the Shadow Plane only)

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 Bluff +12, Diplomacy +11, Fly +18, Knowledge (planes) +11, Perception +13, Sense Motive +13, Spellcraft +7, Stealth +17
Languages Dark Folk (can’t speak); telepathy 100 ft.

Ecology

Environment any land or underground (Plane of Shadow)
Organization solitary or cabal (2–4)
Treasure none

Special Abilities

Burning Cold (Su)

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)

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. This effect can be removed with break enchantment or remove curse, unless the target has the dark folk subtype, in which case the effect can only be removed by wish or similar magic. The save DC is Charisma-based.

Rules Notes

Fast healing 2: regain 2 hp at the start of each turn while alive; this does not restore a dead creature. Light sensitivity: dazzled in bright sunlight or within a daylight spell. Light blindness: abrupt exposure to bright light blinds the cursed creature for 1 round; thereafter it is dazzled while in bright light. Dazzled imposes –1 on attack rolls and sight-based Perception checks.

See in darkness: see perfectly through darkness of any kind, including deeper darkness. Blur: constant concealment gives attacks a 20% miss chance; true seeing defeats it. Point-Blank Shot: within 30 feet, Burning Cold is +15 touch and deals 3d6+1 cold damage. Curse of Darkness requires a standard-action melee touch attack at +12; it is separate from a claw attack. Spell-like abilities use their linked spell rules, CL 8th and concentration +11; detect thoughts has Will DC 15.

Tactics

Use cover and flight to throw Burning Cold at the light-bearer. Flyby Attack allows movement before and after a standard action without exceeding the owb’s speed; it does not itself prevent attacks of opportunity. Deeper darkness costs a standard action, and shadow step uses its linked spell’s swift-action casting time. Plane shift is an escape for the owb alone.

Owb

Size/TypeMedium Outsider (Extraplanar)
Hit Dice8d8+32 (68 hp)
Initiative+10
Speed5 ft. (1 square), fly 60 ft. (perfect)
Armor Class17 (+6 Dex, +1 dodge), touch 17, flat-footed 10
Base Attack/Grapple+8/+12
AttackClaw +12 melee (1d8+4 plus 1d6 cold) or burning cold +14 ranged touch (3d6 cold)
Full Attack2 claws +12 melee (1d8+4 plus 1d6 cold each)
Space/Reach5 ft./5 ft.
Special AttacksBurning cold, curse of darkness, spell-like abilities
Special QualitiesDarkvision 60 ft., see in darkness, fast healing 2, immunity to cold, light sensitivity, telepathy 100 ft., shadow step
SavesFort +10, Ref +12, Will +8
AbilitiesStr 18, Dex 22, Con 19, Int 11, Wis 15, Cha 16
SkillsBluff +14, Diplomacy +14, Hide +17, Knowledge (the planes) +11, Listen +13, Sense Motive +13, Spellcraft +11, Spot +13
FeatsDodge, Flyby Attack, Improved Initiative
EnvironmentAny land or underground (Plane of Shadow)
OrganizationSolitary or cabal (2–4)
Challenge Rating6
TreasureNone
AlignmentUsually neutral evil
AdvancementBy character class
Level Adjustment—

Combat

The owb fights from the air, using darkness to protect its approach and its cold flame to punish a visible opponent. A full attack allows both claws; Burning Cold and Curse of Darkness are separate standard actions.

Burning Cold (Su). As a standard action, make a ranged touch attack at +14 against one target within 120 feet, with no range increment; a hit deals 3d6 cold damage.

Curse of Darkness (Su). As a standard action, make a melee touch attack at +12 against one creature within reach. On a hit, it must make a DC 17 Fortitude save or gain light blindness permanently and lose its colour along with its equipment. Sudden bright light blinds it for 1 round; while it remains in bright light, it is dazzled (–1 on attacks and sight-based Search and Spot checks). Break enchantment or remove curse ends the effect; a Dark Folk creature instead requires wish or miracle. Repeated curses do not stack. Save DC 17 = 10 + half HD (4) + Cha (3).

Spell-Like Abilities. Caster level 8th. Constant—blur. At will—deeper darkness, detect thoughts (Will DC 15). 1/day—plane shift (self only, to or from the Shadow Plane only). Use the D&D 3.5e spell descriptions; spell-like abilities normally require a standard action and provoke attacks of opportunity. Detect thoughts lasts up to 8 minutes with concentration and follows its round-by-round information rules. Blur supplies a 20% miss chance; true seeing defeats it. Deeper darkness creates shadowy illumination, not fifth-edition opaque darkness.

Shadow Step (Su; 5/Day). As a swift action while in shadowy illumination or darkness, teleport up to 60 feet to a visible, unoccupied space in shadowy illumination or darkness. The owb brings no other creatures, and the teleport does not provoke attacks of opportunity.

See in Darkness (Su). See perfectly through natural or magical darkness. Fast Healing (Ex). Regain 2 hp each round while alive. Light Sensitivity (Ex). Dazzled in bright sunlight or within a daylight spell. Telepathy (Su). Communicate mentally with a creature within 100 feet that has a language. Dodge. The +1 dodge bonus applies against one designated opponent; against other opponents AC and touch AC are 16. Flyby Attack. Take a move action and a standard action at any point during the move; this does not prevent attacks of opportunity.

The Owb

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 the Material Plane. An owb or cabal of owbs may control entire clans of dark folk, and use them as spies and pawns in some inscrutable plan.

The Owb’s torso measures about 3½ feet from head to trailing shadow, but it floats with its head at a standing person’s eye level. Its slight frame weighs only 20 pounds.

Where Owbs Are Found

Owbs dwell in the Shadow Plane and cross into the underground homes of Dark Folk. There they act as hidden patrons and divine intermediaries, directing leaders while remaining unseen by most of the people who obey them. Their reach into the surface world follows servants and contacts rather than a settled surface territory.

A doppelganger can carry an Owb’s instructions into a court, guild or household. A subterranean passage becomes important when it joins those surface agents to the Owb’s dependants below. An Owb’s influence can therefore be encountered far from the chamber where it waits.

Behaviour

An Owb listens before it speaks. It probes for worries, rivalries and concealed ambitions, then offers exactly enough knowledge to make a chosen intermediary depend on it. It prefers a frightened leader to a crowd of corpses. Obedient servants receive warnings and private guidance; challengers receive humiliation, curses and carefully chosen threats.

Light is the quickest way to destroy a negotiation. The Owb may first demand that a flame be covered or extinguished, but defiance invites violence. It tolerates the pale flicker of its own cold fire. Its authority rests on concealment, and an exposed Owb would rather leave and rebuild its network than die for a room.

If Violence Starts

  • First target: the person carrying the brightest light, followed by anyone who can expose or bind it.
  • Opening: create darkness when that buys protection; otherwise throw Burning Cold and move behind cover.
  • Close attack: curse an isolated enemy when lasting punishment matters more than immediate damage. A curse is a separate action, not an extra effect on every claw.
  • Movement: use flight and shadow travel to break pursuit. It cannot pass through solid walls merely because it looks like shadow.
  • Retreat: once badly wounded or deprived of its darkness, escape into a side passage or use plane shift. That escape carries only the Owb.

Signs of Its Influence

  • A ruler repeats a threat that nobody spoke aloud.
  • Visitors are ordered to cover lamps before an audience.
  • A victim and their clothing have faded to the same gray.
  • A pale flame burns above frost instead of scorching stone.
  • Servants know private fears that they should never have heard.

Encounters

The Covered LanternThe Owb promises safe passage if every light is put away. The travellers must decide whether to accept an audience on its terms or keep a guarded retreat.
The Gray WitnessA cursed witness can identify an infiltrator but cannot endure a daylight hearing. Shelter, testimony and a cure become as important as pursuing the Owb.
The Voice Behind the ThroneA Dark Folk leader secretly obeys the creature. Exposing the relationship may separate the leader from its patron; killing servants instead gives the Owb new grievances to exploit.

Challenge and Encounter Scale

A lone Owb is a CR 6 opponent, but its darkness, mobility and hidden allies can make the encounter substantially harder than the number suggests. A cabal of two to four Owbs is a group of full-strength opponents, not a single CR 6 encounter. Count every servant who joins a fight. Low-level adventurers are better placed to rescue a witness, carry a message or uncover the Owb’s agent than to defeat it directly.

Bright light interferes with the Owb’s attacks; it does not turn off its fast healing or automatically defeat its veil. Cold damage is ineffective. Compare the chosen edition’s light rules carefully: PF1e and 3.5e dazzled penalties are different from fifth-edition disadvantage. A lantern is useful leverage, not a guaranteed victory.

Adventure Hooks

  • The Uncoloured Child. A family refuses an Owb’s claim over a newborn. Protecting them requires reaching the child before the patron’s servants do.
  • A Bargain in Another Voice. An apparent ally knows too much about the party. Follow the messages to discover whether a doppelganger serves an Owb.
  • The Price of Daylight. A cursed messenger carries evidence needed above ground. Find a cure or arrange a safe route through shaded streets before their pursuers arrive.

After the Encounter

An Owb carries no ordinary treasure. Its value lies in the messages, meeting places, intimidated witnesses and compromised leaders left behind. Defeating it does not automatically end a curse. Remove curse may restore an ordinary victim; the deeper bond imposed on Dark Folk requires the exceptional magic specified in the selected rules panel.

Related Pages

Sources and Licensing

The Owb is a Pathfinder creature, rather than a being taken from historical folklore. The PF1e panel preserves the published Owb from Pathfinder Roleplaying Game Bestiary 4, p. 210. Its values and signature powers have been checked against that entry. The 2024, 2014 and 3.5e panels are campaign adaptations, not official Owb statblocks for those editions. Their CR 6 ratings are design estimates, not playtest certification. The 3.5e panel uses d8 outsider Hit Dice, all three good saves and three feats for 8 HD; fifth edition uses its own attack, save, spell and curse rules. Twilight Dust and Shadow Step are explicitly defined adaptation powers where used.

PF1e Open Game Content and the adaptations derived from it are used under the Open Game License v1.0a. License and copyright notices. Existing campaign placement is supported by the Shadow Plane entry. Fifth-edition terms follow their respective core rules; the Owb itself is not an SRD 5.2.1 monster.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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