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Unshadowed KorideCreature 19


UniqueCEMediumHumanHumanoid
Source Pathfinder #174: Shadows of the Ancients
Perception +33
Languages Common, Draconic, Gnoll, Iruxi, Necril, Orcish, Sylvan
Skills Lore +37, Crafting +37, Deception +33, Diplomacy +33, Medicine +35, Nature +33, Stealth +31, Survival +33
Str +1, Dex +3, Con +4, Int +6, Wis +3, Cha +4

AC 40; Fort +32; Reflex +29; Will +35;
HP 290
Speed 25 feet
Resistances Acid 20

Staff One Action +30 (+25, +20) to hit (two hand d8) 4d6+20 Bludgeoning

Shadow's Displeasure

When Koride has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused, and she 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, she falls Unconscious.

Vesicated Shadow

Koride's shadow has become corrupted via the power of the Vesicant Egg. Her shredded shadow grants her some control over acid and shadows. She gains a +4 status bonus to resist acid and shadow effects.

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

Koride can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. She targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 will save. Koride 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.


Primal Prepared Spells (DC 41, +33 to hit)

Cantrips (10th Level): Detect Magic, Electric Arc, Prestidigitation, Ray of Frost, Tanglefoot
1st Level: Fear, Feather Fall, Gust of Wind
2nd Level: Darkvision, Dispel Magic, Entangle, Web
3rd Level: Slow, Wall of Wind
4th Level: Fly, Freedom of Movement
5th Level: Banishment, Blazing Fissure, Healing Well
6th Level: Chain Lightning, Flesh to Stone, Nature's Reprisal, True Seeing
7th Level: Finger of Death, Regenerate, Sunburst
8th Level: Moment of Renewal, Polar Ray
9th Level: Implosion, Shapechange
10th Level: Fated Confrontation

Occult Innate Spells (DC 41, +33 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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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