Unshadowed MariamaCreature 18
Source Pathfinder #174: Shadows of the Ancients
Perception +30
Languages Common, Dwarven, Gnoll, Sylvan
Skills Lore +35, Deception +31, Intimidation +29, Occultism +35, Religion +31, Stealth +31
Str +1, Dex +3, Con +4, Int +5, Wis +4, Cha +3
AC 39; Fort +30; Reflex +27; Will +33;
HP 270
Speed 25 feet
Resistances Acid 20
Fist +28 (+24, +20) to hit (agile, finesse, nonlethal) 3d4+4 Bludgeoning
Shadow's Displeasure
When Mariama has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused. When below 50 Hit Points, she falls Unconscious.
Vesicated ShadowMariama'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.
Weird AstrologyPerhaps because of Mariama's quirky nature, she has received all the effects of the astrological evaluator. When she gains any of the clumsy, drained, enfeebled, or stupefied conditions, she reduces the value by 1. This means her Shadow's Displeasure doesn't affect her until she has fewer than 50 Hit Points, when she falls Unconscious.
Bind Destinies (abjuration, curse, occult)Frequency once per day
Effect Mariama ties her fate with that of another creature within 30 feet. The creature must attempt a DC 40 will save. Regardless of the result of its save, the creature is temporarily immune for 1 day.
Critical Success The creature is unaffected.
Success The two fates are bound. Whenever Mariama takes damage, the creature takes damage of the same type equal to half the damage Mariama took (DC 37 basic fortitude). Immunities, resistances, and weaknesses still apply as normal. The creature can attempt to sever the bond by spending an action, which has the concentrate trait, to attempt another DC 40 will save. On a success, the bond is severed, and the effect ends. The bond also ends when Mariama falls Unconscious, or if she actively ends the effect herself as a free action.
Failure As success, but the creature takes damage equal to the full amount Mariama took. Severing the bond requires a 2-action activity, which has the concentrate trait.
Critical Failure As failure, but DC 40 basic fortitude. Severing the bond requires a 3-action activity, which has the concentrate trait.
Rupture Shadow (acid, conjuration, occult, shadow)Mariama 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. Mariama 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.
Occult Prepared Spells (DC 40, +32 to hit)
Cantrips (9th Level): Daze, Forbidding Ward, Ghost Sound, Read Aura, Telekinetic Projectile
1st Level: Bane, Fear, True Strike
2nd Level: Death Knell, Invisibility, Paranoia
3rd Level: Chilling Darkness, Hypnotic Pattern, Paralyze
4th Level: Confusion, Dimension Door, Fly
5th Level: Hallucination, Synaptic Pulse, Synesthesia
6th Level: Feeblemind, Spellwrack, Vibrant Pattern
7th Level: Duplicate Foe, Warp Mind
8th Level: Disappearance, Spiritual Epidemic, Uncontrollable Dance
9th Level: Foresight, Unfathomable Song
5th Level: Shadow Blast (Acid Only), Shadow Siphon
1st Level: Blood Ward, Cackle
3rd Level: Malicious Shadow
5th Level: Curse of Death
Traits
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.