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Unshadowed HaibramCreature 18


UniqueCEMediumDwarfHumanoid
Source Pathfinder #174: Shadows of the Ancients
Perception +30 (darkvision)
Languages Common, Dwarven
Skills Lore +31, Acrobatics +33, Arcana +33, Athletics +35, Deception +29, Intimidation +31, Performance +31, Stealth +29, Survival +29
Str +5, Dex +4, Con +4, Int +4, Wis +2, Cha -1

AC 41; Fort +33; Reflex +30; Will +27;
HP 330
Speed 20 feet
Resistances Acid 20

Mambele One Action +33 (+28, +23) to hit (deadly d8, disarm, magical) 3d6+16 Slashing
Mambele One Action +33 (+28, +23) to hit (disarm, deadly d8, magical, thrown 20) 3d6+16 Slashing

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.

Shadow's Displeasure

When Haibam has fewer than 150 Hit Points, his shadow pulls at his essence to show the Vesicant Egg's displeasure. He looks pained and confused, and he becomes Clumsy 1 and Stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, he falls Unconscious.

Vesicated Shadow

Haibam's shadow has become corrupted via the power of the Vesicant Egg. His shredded shadow grants him some control over acid and shadows. He gains a +4 status bonus to resist acid and shadow effects.

Rupture Shadow Two Actions (acid, conjuration, occult, shadow)

Haibam can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. He targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 will save. Haibam can't use Rupture Shadow again for 1d4 rounds.


Critical Success The target is unaffected and becomes temporarily immune for 1 day.

Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target.

Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage.

Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 Persistent acid Damage.

Wind Step Two Actions (air, arcane, transmutation)

Haibram draws air around him to aid his movement. He Strides up to his Speed, gaining the effects of Air Walk and ignoring difficult terrain while moving. He can increase the number of actions to 3 to Stride up to three times his Speed instead. Haibram begins to fall immediately after using Wind Step but treats the fall as 60 feet shorter thanks to the supporting winds.

Wind Touch One Action

Haibram imbues a weapon he's holding with the power of the wind until the start of his next turn. The wind's power allows Haibram to swing and hurl the weapon with great force, causing the weapon to deal an additional 2d10 damage. If the weapon does not have the thrown trait, it also gains the thrown 10 feet trait during this attack.


Arcane Prepared Spells (DC 37, +29 to hit)

Cantrips (9th Level): Detect Magic, Electric Arc, Produce Flame, Ray of Frost, Shield
1st Level: Gust of Wind, Ray of Enfeeblement, True Strike
2nd Level: Endure Elements, Flaming Sphere, Obscuring Mist
3rd Level: Fireball, Lightning Bolt, Wall of Wind
4th Level: Fly, Gaseous Form, Wall of Fire
5th Level: Mantle of the Magma Heart, Telekinetic Haul
6th Level: Chain Lightning, Flame Vortex, Repulsion
7th Level: Energy Aegis, True Target
8th Level: Boil Blood, Disappearance
9th Level: Implosion, Meteor Swarm

Occult Innate Spells (DC 40, +32 to hit)

5th Level: Shadow Blast (Acid Only), Shadow Siphon



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.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Humanoid

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