Shadow Djinn, Cultist.


Medium Outsider (Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: 8
Speed: 30 ft. (6 squares), fly 40 ft. (perfect)
Armor Class: 19 (4 Dex, 2 natural, 3 masterwork studded leather), touch 14, flat-footed 15
Base Attack/Grapple: 8/10
Attack: Scimitar 12 melee (1d6+2/18–20) or shortbow 12 ranged (1d6/×3)
Full Attack: Scimitar 12/7 melee (1d6+2/18–20) or shortbow 12/7 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +3d6, spell-like abilities
Special Qualities: Darkvision 60 ft., elemental endurance, immunity to cold, improved fi nesse, pass into shadow, resistance to acid 5, electricity 5, fi re 5, sonic 5, telepathy 100 ft.
Saves: Fort 11, Ref 10, Will 7
Abilities: Str 14, Dex 18, Con 20, Int 14, Wis 13, Cha 15
Skills: Bluff 12, Concentration 12, Craft (any) 12, Diplomacy 6, Escape Artist 14, Hide 14, Intimidate 14, Knowledge (the planes) 12, Listen 11, Move Silently 14, Sense Motive 11, Spot 11
Feats: Combat Casting, Combat Refl exes, Dodge, Improved Initiative, Weapon Finesse
Environment: Plane of Shadow
Organization: Solitary, company (2–4), or band (6–13)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 9–16 HD (Medium); 17–24 HD (Large)
Level Adjustment: +4


Kabal is a shadow djinn, a native of the plane of shadow, and an agent of the Cult of the Shadowlord operating on Dreaming Earth. He has entered in to an alliance with the Black Lodge, and is actively assisting them in attempting to open the Titan Lock on that plane.


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