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Unshadowed OkoroCreature 18


UniqueCEMediumHumanHumanoid
Source Pathfinder #174: Shadows of the Ancients
Perception +30
Languages Common, Draconic, Elven, Terran
Skills Lore +33, Athletics +31, Deception +35, Diplomacy +35, Lore +31, Occultism +35, Performance +31, Stealth +29
Str +2, Dex +3, Con +3, Int +4, Wis +3, Cha +5

AC 39; Fort +30; Reflex +27; Will +33;
HP 270
Speed 25 feet
Resistances Acid 20

Fist One Action +28 (+24, +20) to hit (agile, finesse, nonlethal, unarmed) 3d4+6 Bludgeoning
Composite Shortbow One Action +28 (+23, +18) to hit (deadly 2d10, magical, propulsive, range increment 60, reload 0) 3d6+22 Piercing

Shadow's Displeasure

When Okoro 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

Okoro'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.

Observe Weakness One Action (concentrate, divination, fortune, occult)

Okoro studies a creature within 30 feet to find an opening to attack. On his next attack roll against the creature this turn, he rolls twice and uses the higher result, and his attack gains the fortune trait. The target becomes temporarily immune for 1d4 rounds.

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

Okoro 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. Okoro 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.

Push My Luck Reaction

Trigger Okoro targets a creature with an attack

Requirements The triggering creature was the target of Observe Weakness this turn


Effect Okoro draws upon his future luck to guarantee his attack. When he makes his attack roll, if he rolls lower than 10 on the die, he treats that attack roll as a 10 instead. This is in addition to rolling twice and taking the higher result from Observe Weakness. Afterward, Okoro's luck is temporarily spent, and he must roll twice and use the lower result of his next 3 checks; this is a misfortune effect. He can't use Push My Luck again until he's completed these 3 checks.


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

Cantrips (9th Level): Chill Touch, Detect Magic, Guidance, Mage Hand, Telekinetic Projectile
1st Level (3 slots): Grim Tendrils (3x), Magic Missile (5x), Unseen Servant
2nd Level (3 slots): Blur, Hideous Laughter, Sound Burst
3rd Level (3 slots): Blindness, Vampiric Touch
4th Level (3 slots): Blink, Fly
5th Level (3 slots): Black Tentacles, Synaptic Pulse
6th Level (3 slots): Collective Transposition, Phantasmal Calamity, Vampiric Exsanguination
7th Level (3 slots): Prismatic Spray
8th Level (3 slots): Maze, Prismatic Wall, Spirit Song
9th Level (3 slots): Prismatic Sphere, Telepathic Demand

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.

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.