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Shadow Demon, Wraith of the Abyss

A Shadow Demon appears as a swirling mass of living darkness, vaguely humanoid in form but constantly shifting. Its body is insubstantial, comprised of wisps of black smoke and jagged shadow. Twin pinpoints of crimson or violet light burn where its eyes should be, and long, tapering claws fade in and out of view as it moves. It may take on fleeting, nightmarish shapes—twisted faces, flailing arms, or demonic wings—mimicking the fears of those who see it. It has no true mass and casts no shadow of its own, yet drains warmth and light wherever it goes.


Behavior

Shadow Demons are creatures of instinctual malice and malevolent cunning. Though not as intelligent as some demons, they are keenly aware of fear and vulnerability. They are not mindless berserkers; instead, they prefer stalking, isolating, and weakening prey before striking. They linger on the edges of battle, attacking stragglers or hiding within their enemies’ own shadows.

These demons are opportunistic and cowardly by demonic standards. If cornered or exposed to sunlight, they may flee or attempt to possess a creature to preserve themselves. They hate direct confrontation unless they have the upper hand, preferring manipulation and ambush over open combat.


Habitat

Shadow Demons are most commonly found in the Abyss, especially in realms ruled by powerful demon lords of deceit, shadow, or madness. However, they often manifest on the Material Plane through failed or partial summonings, when a demon’s body is destroyed but its spirit clings to the world in spectral form.

On the Material Plane, they seek out dark, ruined, or cursed places—abandoned castles, ancient tombs, lightless forests, or cities plagued by despair. They are drawn to areas of emotional trauma, especially those steeped in unresolved violence or fear.


Modus Operandi

The Shadow Demon hunts by merging with shadows, hiding in complete darkness or blending into dimly lit surroundings. It strikes when its prey is isolated, distracted, or afraid. Common tactics include:

  • Possession (optional or homebrew): Entering a vulnerable humanoid, particularly one with a weak will or tormented soul.
  • Psychic Assault: Whispering fears or lies telepathically to unravel group cohesion.
  • Hit-and-Fade Tactics: Emerging from shadows, raking with claws, and vanishing before retaliation is possible.
  • Targeting Spellcasters or Leaders: Sensing sources of light or morale and extinguishing them first.

They also delight in long-term psychological warfare, haunting the dreams of victims or returning night after night until the target is sleep-deprived, paranoid, or suicidal.


Motivation

Unlike many demons that seek simple carnage, Shadow Demons crave fear and corruption. They feed on the emotional essence of terror, dread, and despair. Their ultimate goal is the complete breakdown of a soul—to unmake a person from within.

Some serve more powerful Abyssal entities as spies, saboteurs, or assassins. Others operate independently, driven by a consuming need to replace the light with fear, both literally and spiritually.

If one possesses a mortal, it often seeks to infiltrate communities, spread fear, and slowly turn allies against one another—all while feeding on the escalating emotional trauma.


  • Shadow Demon 5e
  • Shadow Demon, Pathfinder
Shadow Demon, Wraith of the Abyss

Medium fiend (demon), chaotic evil


Armor Class 14 (natural armor)
Hit Points 94 (13d8 + 39)
Speed 30 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
8 (−1)18 (+4)16 (+3)14 (+2)12 (+1)16 (+3)

Saving Throws Dex +7, Wis +4, Cha +6
Skills Stealth +9, Perception +4, Deception +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3


Traits

Incorporeal Movement.
The shadow demon can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Stealth.
While in dim light or darkness, the shadow demon can take the Hide action as a bonus action. It has advantage on Dexterity (Stealth) checks made in darkness.

Sunlight Weakness.
While in bright sunlight, the shadow demon has disadvantage on attack rolls, ability checks, and saving throws.

Evasion.
If the demon is subjected to an effect that allows it to make a Dexterity saving throw to take half damage, it takes no damage on a success and half damage on a failure.


Actions

Multiattack.
The shadow demon makes two attacks with its Shadow Claws or uses Umbral Rend if available.

Shadow Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) psychic damage. If the target is frightened, the damage increases to 19 (3d6 + 6).

Umbral Rend (Recharge 5–6).
The shadow demon reaches into a creature’s shadow and tears at its essence. One creature within 30 feet must succeed on a DC 15 Constitution saving throw. On a failed save, the target takes 27 (6d8) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half damage and isn’t frightened.

Shadow Possession (1/Day; Optional).
The demon attempts to possess a humanoid within 5 feet. The target must succeed on a DC 15 Charisma saving throw or be possessed. While possessed, the demon retains its Intelligence, Wisdom, and Charisma and controls the target’s body. The host is incapacitated but aware. The possession ends if the host drops to 0 hit points or a dispel evil and good, greater restoration, or similar effect is used.


Bonus Actions

Slip Through Shadows (Recharge 4–6).
The shadow demon teleports up to 30 feet to an unoccupied space in dim light or darkness it can see. This movement doesn’t provoke opportunity attacks.


Legendary Actions (Optional)

The shadow demon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Shadow Drift. The demon moves up to half its flying speed without provoking opportunity attacks.
  • Flickerform. Until the start of its next turn, attack rolls against the demon are made with disadvantage.
  • Umbral Whispers. One creature within 60 feet must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.

Combat Tactics

  • Opens combat using Umbral Rend to frighten and damage multiple foes.
  • Focuses attacks on frightened or isolated targets to maximize damage with Shadow Claws.
  • Uses Slip Through Shadows and Shadow Stealth to remain elusive.
  • If pressured or exposed to radiant damage or sunlight, may retreat or attempt Shadow Possession to survive.
Shadow Demon, Wraith of the Abyss
Create

Only this shadowy bat-winged demon’s teeth and claws have any sense of physicality to them – the rest is lost in darkness.

Orginally posted on Pathfinder SRD

Tales of demonic possession are common, used often by the ignorant to explain strange or violent behavior. While the majority of such cases are merely manifestations of madness or derangement, those that are legitimate possessions are often the work of shadow demons.

Unlike many demons, shadow demons are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body.

Shadow Demon CR 7
XP 3,200

CE Medium outsider (chaotic, demon, evil, extraplanar, incorporeal)

Init +8; Senses Darkvision 60 ft.; Perception +20
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dexterity)

hp 59 (7d10+21)

Fort +5, Ref +11, Will +7

Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17 Weaknesses sunlight powerlessness
OFFENSE
Speed Fly 40 ft. (perfect)

Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)

Special Attacks pounce, sprint, shadow blend

Spell-Like Abilities (CL 10th)

At will—deeper darkness, fear (DC 18), greater teleport (self only), telekinesis (DC 19)  3/day – shadow conjuration (DC 18), shadow evocation (DC 19)

1/day – Magic Jar (DC 19), summon (level 3, 1 shadow demon 50%)
STATISTICS
Strength —, Dexterity 18, Constitution 17, Intelligence 14, Wisdom 14, Charisma 19

Base Atk +7; CMB +11; CMD 25

Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Skills Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14; Racial Modifiers +8 Perception
Languages Abyssal, Common; telepathy 100 ft.
SPECIAL ABILITIES
Sprint (Ex) Once per minute, a shadow demon increase its Fly speed to 240 feet for 1 round.

Shadow Blend (Su) During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Sunlight Powerlessness (Ex)A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using Magic Jar is not harmed by sunlight, but if it is struck by a Sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.
ECOLOGY
Environment any (Abyss)

Organization solitary, pair, or haunt (3-8)

Treasure standard

Section 15: Copyright Notice

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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