Family: Umbreïn

Large elemental (shadow), unaligned

Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36); Wound Threshold N/A
Speed 0 ft., fly 40 ft. (hover)

16 (+3) 16 (+3) 17 (+3) 8 (-1) 10 (+0) 14 (+2)

Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsense 30 ft., darkvision 120 ft., passive Perception 10
Languages Primordial
Challenge 6 (2,300 XP)


  • Innate Spellcasting. The umbreïn’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The umbreïn can innately cast the following spells, requiring no material components and no concentration:
  • Shadow Form. The umbreïn can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Any source of light in the umbreïn’s space is masked.


  • Multiattack. The umbreïn makes two tenebrous strike attacks.
  • Tenebrous Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage.


Umbreïns are creatures that spontaneously come into being in places strongly marked by death and necromantic magic. They are also frequently summoned in the Netherworld to serve as guardians. Since they do not require physical food and have no notion of time, they are perfectly suited to endless vigils.

When using lesser umbreïns as guards, arcanists craft shadow lanterns inscribed with instructions in Primordial. In this fashion, the elemental is influenced by its new home, and acts in accordance with the written commands, as if by instinct.

Meanwhile, the behavior of an umbreïn in its natural state is more difficult to understand. Certain scholars have suggested that it is driven to extinguish lights or feed off them, while others believe the elemental to be sensitive to certain harmonics and vibrations.

Umbreïns are equally comfortable in the Ethereal Plane and in dark places of the Material Plane. They are animated, protean shadows that can sustain themselves by passively absorbing ambient magical energy. They can also hunt and feed off anything that is animated and holds energy. They prey indiscriminately on humanoids, undead, or even constructs. This makes umbreïns valuable assets to servants of Death looking to eliminate creatures whose existence goes against the natural cycle.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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