Continuing with more creatures and the templates which love them, we have a venomous shadowmant for GMs who find their existing shadowmants aren't terrifying their players as much as they would like. This doesn't add anything new to the standard shadowmant, but it does make them quite a bit more dangerous.
Remember adepts, always, always, always, carry Kelia or Kelix brand healing aids.
Challenge: Journeyman (Sixth Circle)
DEX: 8 Initiative: 12 Unconsciousness: 48
STR: 5 Physical Defense: 12 Death Rating: 54
TOU: 6 Mystic Defense: 14 Wound Threshold: 9
PER: 8 Social Defense: 10 Knockdown: 5
WIL: 6 Physical Armor: 4 Recovery Tests: 2
CHA: 5 Mystic Armor: 6
Movement: 4 (Flying 16)
Actions: 2; Bite: 17 (13), Stinger: 17 (15)
Enhanced Sense [Sight]: Low-Light Vision
Poison (20): If the venomous shadowmant causes damage with its stinger, the victim must resist the effects of a damaging poison (see Gamemaster's Guide, p. 171). The poison is Step 20 [Onset: Instant, Interval: 10/1 round]. This power must be activated through the Poison Stinger special maneuver.
Stealthy Stride (18): As the skill, Player's Guide, p. 170.
Poison Stinger (Venomous Shadowmant, Stinger): The venomous shadowmant may spend an additional success from an Attack test to inflict Poison on the target.