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Marcien Blakros (7-8) (Shadow Double)Creature 8


UniqueLEMediumFetchlingHumanoidShadowSummoned
Source Pathfinder Society Scenario #3-19: Mean Streets of Shadow Absalom
Perception +15 (darkvision)
Languages Aklo, Common, Necril, Shadowtongue, Undercommon
Skills Arcana +15, Deception +18, Diplomacy +16, Intimidation +18, Occultism +17, Lore +17, Society +15, Stealth +18
Str +0, Dex +4, Con +0, Int +3, Wis +3, Cha +4

AC 25; Fort +14; Reflex +17; Will +18;
HP 18
Speed 25 feet

Staff One Action +10 (+5, +0) to hit (magical, two hand d8) 2d4 + 8 Bludgeoning
Backbiter One Action +14 (+9, +4) to hit (concealable, concussive, fatal d10, magical) 2d6 + 8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Destruction

Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 60 feet from Marcien, whichever comes first. Each round thereafter, Marcien can spend a single action that has the concentrate trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 5 rounds.

Cannot Save Against Light

A shadow double that attempts a saving throw against a light effect can't get a result better than failure.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fetchling

A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Shadow

This magic involves shadows or the energy of the Shadow Plane.

Summoned

A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.