From: Tanglebark Menagerie

Elusive creatures that shift between the material and ethereal realms. They appear as shadowy forms with gleaming eyes, resembling wolves or large cats. Valeshadows are mischievous and can be hard to pin down, but characters skilled in Animal Handling might tame them temporarily, gaining companions that can traverse both physical and metaphysical obstacles.

Lore: Tanglebark Menagerie Valeshadows
Valeshadows are enigmatic beings born from the intricate interplay of twilight magic and the wild enchantment of the Tanglebark Menagerie. Created by Lyria Whisperleaf’s deep connection to the animal kingdom and her fascination with the mysteries of twilight, these elusive creatures embody the elusive and dualistic nature of the dungeon itself. They appear as shadowy forms with gleaming, ethereal eyes, evoking the beauty and mystery of creatures that inhabit the boundaries between light and darkness.

Values:

  • Level: 1
  • Health Points: 7
  • Armor Class: 13
  • Speed: 40 ft
  • Challenge Rating: 1/2 (100 XP)

Skills:

  • Animal Handling: +3

Strategy: Valeshadows are known for their elusive nature, often shifting between the material and ethereal realms. While they are not overtly hostile, they are prone to mischief and may playfully dart around adventurers, avoiding direct confrontation. Characters skilled in Animal Handling have the best chance of temporarily taming Valeshadows, earning their trust and gaining companions capable of traversing both physical and metaphysical obstacles.

Attacks:

  • Shadow Strike: The Valeshadow dashes forward and strikes with its shadowy claws. It makes a melee attack with a +4 to hit, dealing 1d6 + 2 necrotic damage on a hit.

Vulnerabilities:

  • True Light: Valeshadows are vulnerable to spells and effects that emit strong sources of light, causing them to momentarily disperse and reform a short distance away, disrupting their actions for one round.

Tags:

  • Ethereal: Valeshadows can shift between the material and ethereal planes as a bonus action on their turn.
  • Phase Dash: When shifting planes, Valeshadows can move up to 20 feet through solid objects or obstacles.

Strategy: Engaging with Valeshadows requires a combination of agility, patience, and understanding. They are not inherently aggressive but may become agitated if provoked. Characters with the Animal Handling skill can attempt to tame Valeshadows, forging a temporary bond that allows them to guide these creatures through both physical and metaphysical barriers.

A successful taming involves gaining the creature’s trust through gestures, vocalizations, and an empathetic understanding of its unique nature. Once tamed, a Valeshadow can assist the party by navigating through solid obstacles and scouting ahead, thanks to its ability to shift between the ethereal and material realms. The shadowy essence of the Valeshadow can also be used creatively, such as distracting enemies by passing through walls and then reappearing unexpectedly.

Valeshadows add an element of mystery and versatility to the adventurers’ toolkit, granting them the ability to explore hidden passages and potentially circumvent hazards that would otherwise be insurmountable.

Battle Tactics: Valeshadows are agile and elusive creatures, using their ability to shift between the material and ethereal realms to their advantage in combat. They prefer hit-and-run tactics, darting in and out of the material world to surprise foes and avoid retaliation. Their Shadow Strike attack is their primary means of offense, as they lunge forward to slash at opponents with their shadowy claws. After an attack, they often phase back into the ethereal plane to minimize the risk of being targeted.

Sounds: Valeshadows emit a soft, melodic humming sound reminiscent of distant winds and the whispering of leaves. When they shift between realms, there’s a faint shimmering sound, like the gentle rustling of silk.

Environment: Valeshadows are typically found in areas of transition within the Tanglebark Menagerie. These might include twilight-lit groves, the meeting point of light and shadow, and places where the boundaries between the physical and ethereal realms are thin. The dungeon’s magical ambiance provides an ideal environment for their ethereal nature to manifest.

Remains and Uses: When defeated, Valeshadows leave behind faint wisps of their shadowy essence, known as “Umbral Residue.” This residue holds latent traces of their ethereal nature and can be harnessed for various purposes:

  • Shadowcrafting: Enchanters can use Umbral Residue to imbue weapons and armor with shadowy effects, granting them the ability to phase temporarily into the ethereal plane or deal extra necrotic damage.
  • Phasing Elixirs: Alchemists might distill Umbral Residue into potions that grant the imbiber temporary etherealness, allowing them to bypass obstacles or become incorporeal for a brief period.
  • Ethereal Beacon: Crafters could incorporate Umbral Residue into lanterns or other light sources to create a glow that affects both the material and ethereal realms, potentially revealing hidden passages or creatures.

Overall, Umbral Residue is a sought-after substance in magical crafts, providing the means to manipulate shadows and the ethereal plane. The remains of Valeshadows thus contribute to the allure of the Tanglebark Menagerie’s mystical ecosystem, holding secrets that skilled artisans and enchanters yearn to unlock.

When a Valeshadow is noticed, the experience engages all five senses and multiple extra-sensory perceptions, creating a mysterious and eerie encounter:

  • Sight
    • Perception:
      • Valeshadows appear as shadowy forms, shifting between the material and ethereal realms. They resemble wolves or large cats with gleaming, ethereal eyes.
      • Their forms are semi-transparent, with dark, smoky outlines that blur their edges, making them difficult to discern clearly.
    • Description:
      • The gleaming eyes of the Valeshadows are the most striking feature, glowing faintly in the darkness with colors that can range from eerie green to spectral blue.
      • Their movements are fluid and graceful, blending seamlessly with the shadows around them, creating an almost hypnotic visual effect.
    • Positives:
      • The sight of a Valeshadow can be mesmerizing and captivating, adding to the mystical ambiance of the environment.
      • Their appearance can serve as a warning or guide, indicating the presence of ethereal pathways or hidden dangers.
    • Negatives:
      • Their elusive nature and shadowy form can be unsettling and intimidating, causing unease and fear.
      • The difficulty in seeing them clearly can make it challenging to track or engage with them effectively.
  • Sound
    • Perception:
      • Valeshadows emit a soft, melodic humming sound, reminiscent of distant winds and the whispering of leaves.
      • When they shift between realms, there is a faint shimmering sound, like the gentle rustling of silk or the tinkling of glass.
    • Description:
      • The humming sound is constant but subtle, creating a soothing yet eerie background noise.
      • The shimmering sound during their phase shifts adds to their otherworldly presence, enhancing the sense of mystery.
    • Positives:
      • The sounds can be calming and help create an immersive, magical atmosphere.
      • The shimmering noise can alert characters to the Valeshadow’s phase-shifting abilities, providing tactical information.
    • Negatives:
      • The constant humming might become distracting or unsettling, especially in tense situations.
      • The subtlety of the sounds can make it difficult to pinpoint the Valeshadow’s exact location.
  • Smell
    • Perception:
      • The air around Valeshadows carries a faint, earthy scent, reminiscent of damp soil and ancient woodlands.
    • Description:
      • The scent is subtle and earthy, adding to the overall sensory experience of their presence.
    • Positives:
      • The earthy smell can be grounding and comforting, connecting characters to the natural environment.
      • It can serve as an additional clue to the presence of a Valeshadow, aiding in tracking or identification.
    • Negatives:
      • The smell might be overpowering or unpleasant for those sensitive to strong, earthy odors.
      • It could potentially mask other important scents in the environment, complicating efforts to detect other creatures or hazards.
  • Touch
    • Perception:
      • Valeshadows themselves are ethereal and cannot be physically touched, but the air around them feels cooler and carries a slight tingling sensation.
    • Description:
      • The cool air and tingling sensation are subtle but noticeable, indicating the proximity of an ethereal being.
    • Positives:
      • The cool air can be refreshing in warm environments and adds to the eerie, mystical feeling.
      • The tingling sensation can serve as a warning of their presence, helping characters remain alert.
    • Negatives:
      • The inability to physically interact with Valeshadows might be frustrating for those who wish to capture or study them.
      • The tingling sensation, while subtle, might be unsettling or distracting.
  • Taste
    • Perception:
      • There is no specific taste associated with Valeshadows, as they do not interact with consumables.
    • Description:
      • The environment they inhabit might feel fresher and cleaner, but this is a subtle and indirect effect.
    • Positives:
      • The indirect purification of the environment can enhance the overall quality of consumables found nearby.
    • Negatives:
      • The lack of a direct taste interaction might make the sensory experience feel incomplete for some.
  • Extra-Sensory Perceptions
    • Perception:
      • Characters with heightened magical sensitivity might sense the dualistic nature of Valeshadows as a faint, shifting energy in the air.
    • Description:
      • This energy feels like a pulsing, fluctuating force, indicating the presence of beings that move between realms.
    • Positives:
      • The shifting energy can provide valuable information about the Valeshadow’s movements and abilities.
      • It can also enhance the sense of wonder and mystery, adding depth to the encounter.
    • Negatives:
      • The fluctuating energy might be overwhelming or confusing for those unaccustomed to sensing ethereal beings.
      • It can attract other magical creatures sensitive to such energies, leading to unintended encounters.

Interacting with Valeshadows is a multi-sensory experience that combines visual intrigue, subtle sounds, earthy smells, and a tingling touch. Their presence adds an element of mystery and enchantment to the environment, while also posing challenges due to their elusive nature and phase-shifting abilities. Balancing the captivating and unsettling aspects of Valeshadows requires patience, agility, and a keen understanding of their unique characteristics.

Tale of the Elusive Valeshadows

Long, long ago, in the twilight realm of the Tanglebark Menagerie, there lived creatures of shadow and mystery known as the Valeshadows. The story of their origin and deeds has been passed down through countless generations, though the words have been lost and twisted by the sands of time.

In the ancient days, when the world was still young and magic ran wild like rivers, there was a sorceress named Lyria Whisperleaf. She held a deep bond with the animal kingdom and was fascinated by the mysteries of twilight, the time when day and night meet and the world is neither here nor there. From her enchantments and the twilight’s magic, the Valeshadows were born.

Valeshadows appeared as shadowy forms, shifting between the realms of the material and ethereal. They looked like wolves or large cats, with eyes that gleamed like stars in the night sky. They were elusive and mischievous, often seen but never caught, their forms blurring and fading as they moved.

The story tells of a time when a young hunter named Kaelen ventured into the heart of the Tanglebark Menagerie, seeking to understand these creatures of twilight. Kaelen was skilled in the ways of the wild and possessed a heart full of patience and wonder. He had heard tales of the Valeshadows’ ability to traverse both the physical and metaphysical realms and believed they could help him find a hidden treasure buried deep within the Menagerie.

Kaelen tracked the Valeshadows through the twilight-lit groves and shadowy glades. He followed their soft, melodic humming and the faint shimmering sounds of their phase shifts. One night, under the light of the twin moons, he finally saw them up close. The Valeshadows danced in the shadows, their eyes gleaming and their forms flickering like candle flames.

With great care and respect, Kaelen approached the Valeshadows. He spoke to them in gentle tones and offered them his trust. The Valeshadows, sensing his pure intentions, decided to aid him. They led him through hidden passages, phasing through walls and obstacles that no mortal could pass. With their help, Kaelen found the treasure, a chest filled with ancient artifacts and forgotten lore.

But the Valeshadows, in their playful nature, did not leave him without a final jest. As Kaelen reached for the chest, it shimmered and turned into a wisp of shadow, merging with the Valeshadows. They laughed their melodic laughs, and Kaelen realized that the true treasure was not the chest, but the journey and the friendship he had formed with the mysterious beings of twilight.

And so, the tale of Kaelen and the Valeshadows was told and retold, each time with new twists and turns. But the essence remained: the Valeshadows, with their shadowy forms and gleaming eyes, were both guides and tricksters, bridging the realms of light and darkness.

The moral of the story, passed down through the ages, is this: In the dance of shadows and light, one finds the true path by embracing the mystery and seeking harmony with the unknown.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Valeshadow

  • STR: 10
  • CON: 12
  • SIZ: 8
  • DEX: 16
  • INT: 8
  • POW: 14
  • HP: 10
  • Move: 12
  • Damage Bonus: None
  • Attacks:
    • Shadow Strike: 50%, 1d6+2 necrotic damage
  • Armor: None (Ethereal form grants immunity to non-magical damage)
  • Skills: Stealth 70%, Animal Handling 50%, Dodge 60%
  • Spells: None
  • Sanity Loss: 0/1D3 Sanity points to witness a Valeshadow phase between realms
  • Special Abilities:
    • Phase Shift: As an action, can move between the material and ethereal realms, becoming incorporeal.
  • Description: Shadowy creatures with gleaming eyes, resembling wolves or large cats. Valeshadows can shift between the material and ethereal realms.

Blades in the Dark

Valeshadow

  • Tier: II
  • Quality: 2
  • Scale: Standard
  • Abilities:
    • Shadow Strike: Can make a melee attack dealing 1 harm and 1 additional harm due to necrotic energy.
    • Phase Shift: As an action, can move through solid objects and become incorporeal for a short duration.
  • Special Armor: Immunity to non-magical damage while incorporeal.
  • Clock: 6-segment clock to gain a Valeshadow’s trust using Animal Handling or similar skill.
  • Description: Valeshadows are elusive creatures that shift between realms, appearing as shadowy forms with gleaming eyes.

Dungeons & Dragons (5th Edition)

Valeshadow

  • Medium Fey, Chaotic Neutral
  • Armor Class: 13
  • Hit Points: 18 (4d8)
  • Speed: 40 ft.
  • STR: 12 (+1)
  • DEX: 16 (+3)
  • CON: 12 (+1)
  • INT: 8 (-1)
  • WIS: 14 (+2)
  • CHA: 10 (+0)
  • Skills: Stealth +7, Perception +4, Animal Handling +5
  • Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses: Darkvision 60 ft., Passive Perception 14
  • Languages: Understands Sylvan but cannot speak
  • Challenge: 1/2 (100 XP)
  • Actions:
    • Shadow Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) necrotic damage.
    • Phase Shift (Recharge 5-6): The Valeshadow can move through solid objects and become incorporeal until the start of its next turn.
  • Description: Valeshadows are shadowy forms with gleaming eyes, resembling wolves or large cats. They can shift between the material and ethereal realms.

Knave

Valeshadow

  • Armor: 13
  • Hit Points: 7
  • Attack: Shadow Strike +4 to hit, 1d6+2 necrotic damage
  • Abilities:
    • Phase Shift: As an action, the Valeshadow can become incorporeal and move through solid objects for one round.
    • Ethereal: Immune to non-magical damage while incorporeal.
  • Skills:
    • Stealth: +7
    • Animal Handling: +5
  • Description: Elusive creatures that shift between realms, appearing as shadowy forms with gleaming eyes. Valeshadows can be temporarily tamed by those skilled in Animal Handling.

Fate Core

Valeshadow

  • Aspects:
    • High Concept: Shadowy Beings of the Ethereal Realms
    • Trouble: Elusive and Mischievous
    • Aspect: Guardians of Twilight
  • Skills:
    • Good (+3): Stealth
    • Fair (+2): Athletics, Will
    • Average (+1): Notice, Animal Handling
  • Stunts:
    • Phase Shift: Once per scene, Valeshadows can move through solid objects and become incorporeal for one round.
    • Shadow Strike: +2 to attack rolls when making a melee attack in darkness or dim light.
  • Stress and Consequences:
    • Stress: 2 boxes
    • Consequences: Mild (2), Moderate (4)
  • Description: Shadowy creatures with gleaming eyes, resembling wolves or large cats. They shift between the material and ethereal realms, making them elusive and difficult to pin down.

Numenera & Cypher System

Valeshadow

  • Level: 3
  • Motive: Playful mischief
  • Health: 9
  • Damage Inflicted: 4 points (Shadow Strike)
  • Armor: 1
  • Movement: Short
  • Modifications: Stealth as level 5, Speed defense as level 4
  • Combat:
    • Shadow Strike: A melee attack dealing 4 points of damage.
    • Phase Shift: As an action, Valeshadows can become incorporeal, allowing them to move through solid objects and become immune to physical attacks for one round.
  • Special Abilities:
    • Ethereal: Can shift between the material and ethereal realms.
    • Vulnerability to Light: Strong light-based attacks cause them to disperse and reform, disrupting their actions.
  • Description: Valeshadows are elusive creatures that shift between realms, appearing as shadowy forms with gleaming eyes.

Pathfinder (2nd Edition)

Valeshadow

  • Medium Fey, Chaotic Neutral
  • Perception: +7; darkvision 60 ft.
  • Languages: Sylvan (understands but cannot speak)
  • Skills: Stealth +10, Perception +7, Animal Handling +6
  • STR: 12 (+1), DEX: 18 (+4), CON: 12 (+1), INT: 8 (-1), WIS: 14 (+2), CHA: 10 (+0)
  • AC: 17
  • HP: 18
  • Fort: +6, Ref: +10, Will: +5
  • Speed: 40 ft.
  • Attacks:
    • Shadow Strike: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+4 necrotic damage.
  • Special Abilities:
    • Phase Shift (1 action, Recharge 5-6): The Valeshadow can move through solid objects and become incorporeal until the start of its next turn.
    • Ethereal: Immune to non-magical damage while incorporeal.
  • Vulnerability to Light: Strong light-based effects disrupt their actions for one round.
  • Description: Shadowy forms with gleaming eyes, resembling wolves or large cats. They shift between the material and ethereal realms, making them difficult to pin down.

Savage Worlds (Adventure Edition)

Valeshadow

  • Attributes:
    • Agility d10
    • Smarts d6
    • Spirit d8
    • Strength d6
    • Vigor d6
  • Skills:
    • Athletics d8
    • Notice d6
    • Stealth d10
  • Pace: 8; Parry: 6; Toughness: 5 (1)
  • Special Abilities:
    • Shadow Strike: Melee attack dealing Str+d6 necrotic damage.
    • Phase Shift: As an action, Valeshadows can move through solid objects and become incorporeal for one round.
    • Ethereal: Immune to non-magical attacks while incorporeal.
  • Vulnerability to Light: Strong light-based attacks cause them to disperse, preventing actions for one round.
  • Edges:
    • Animal Empathy: Characters with this Edge can communicate with Valeshadows and gain their trust, allowing them to assist in navigating both physical and metaphysical obstacles.
  • Description: Valeshadows are ethereal, shadowy creatures with gleaming eyes. They can shift between realms and are known for their elusive and mischievous nature.

Shadowrun (6th Edition)

Valeshadow

  • Attributes:
    • Body: 3
    • Agility: 5
    • Reaction: 5
    • Strength: 3
    • Willpower: 4
    • Logic: 2
    • Intuition: 4
    • Charisma: 2
    • Edge: 1
  • Condition Monitor:
    • Physical: 10
    • Stun: 10
    • Armor: None (Ethereal form grants immunity to non-magical damage)
  • Initiative: 9 + 2d6
  • Movement: 12 (running), 10 (ethereal phase)
  • Skills:
    • Perception: 6
    • Stealth: 8
    • Dodge: 7
  • Powers:
    • Shadow Strike: Melee attack, 7P damage (necrotic).
    • Phase Shift: As an action, can become incorporeal, moving through solid objects and becoming immune to physical attacks for one round.
  • Vulnerability to Light: Strong light-based attacks cause the Valeshadow to disperse, disrupting its actions for one round.
  • Weaknesses:
    • Vulnerability to Light: Strong light-based attacks cause them to disperse and reform, disrupting their actions.
  • Description: Elusive creatures that shift between the material and ethereal realms, appearing as shadowy forms with gleaming eyes.

Starfinder

Valeshadow

  • CR: 2
  • XP: 600
  • Type: Medium fey
  • Init: +6
  • Senses: Darkvision 60 ft.; Perception +10
  • Defense:
    • EAC: 14
    • KAC: 16
    • HP: 25
    • Fort: +4
    • Ref: +8
    • Will: +6
    • Immunities: Non-magical damage while incorporeal
  • Offense:
    • Speed: 40 ft.
    • Melee: Shadow Strike +10 (1d6+4 necrotic damage)
  • Statistics:
    • STR: 10 (+0)
    • DEX: 18 (+4)
    • CON: 12 (+1)
    • INT: 10 (+0)
    • WIS: 14 (+2)
    • CHA: 10 (+0)
  • Skills: Stealth +14, Acrobatics +10, Survival +8
  • Languages: Understands Sylvan but cannot speak
  • Special Abilities:
    • Phase Shift: As a move action, can become incorporeal, moving through solid objects and becoming immune to physical attacks for one round.
  • Vulnerability to Light: Strong light-based effects disrupt their actions for one round.
  • Description: Shadowy forms with gleaming eyes that shift between the material and ethereal realms.

Traveller (Mongoose 2nd Edition)

Valeshadow

  • Attributes:
    • Strength: 6
    • Dexterity: 12
    • Endurance: 6
    • Intelligence: 6
    • Education: 0
    • Social Standing: 0
  • Skills:
    • Athletics (Coordination) 2
    • Stealth 3
    • Survival 2
    • Endurance Points: 10
    • Armor: 0 (immune to non-magical damage while incorporeal)
    • Speed: 12 meters
  • Attacks:
    • Shadow Strike: Melee attack, 1D damage (plus 1D necrotic damage).
  • Traits:
    • Phase Shift: As a significant action, the Valeshadow can become incorporeal, moving through solid objects and becoming immune to physical attacks for one round.
    • Vulnerability to Light: Strong light-based attacks cause them to disperse, disrupting their actions for one round.
  • Description: Elusive creatures that shift between realms, appearing as shadowy forms with gleaming eyes.

Warhammer Fantasy Roleplay (4th Edition)

Valeshadow

  • Attributes:
    • WS: 35
    • BS: 0
    • S: 30
    • T: 30
    • Ag: 45
    • Int: 30
    • WP: 40
    • Fel: 20
    • I: 40
    • Wounds: 12
    • Move: 6 (land), 12 (ethereal phase)
  • Skills: Stealth 55, Perception 50, Animal Handling 45
  • Traits:
    • Shadow Strike: Melee attack, SB+3, necrotic damage.
    • Phase Shift: As an action, the Valeshadow can become incorporeal, moving through solid objects and becoming immune to physical attacks for one round.
    • Vulnerability to Light: Strong light-based effects disrupt their actions for one round.
  • Special Rules:
    • Ethereal: Can pass through solid objects and is immune to non-magical damage while incorporeal.
  • Description: Shadowy forms with gleaming eyes, resembling wolves or large cats, known for their ability to shift between the material and ethereal realms.