🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Wayang WhisperbladeCreature 1


UncommonNSmallHumanoidShadowWayang
Source Pathfinder Bestiary 3
Perception +9 (darkvision)
Languages Common, Shadowtongue
Skills Acrobatics +7, Deception +4, Occultism +6, Performance +6, Lore +6, Stealth +7, Thievery +7
Str +0, Dex +4, Con +1, Int +3, Wis +0, Cha +1

AC 16; Fort +6; Reflex +9; Will +5; +1 status to all saves vs. darkness or shadow
HP 19
Speed 25 feet

Kukri One Action +8 (+4, +0) to hit (agile, finesse, trip) 1d6 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.

+1 Status to All Saves vs. Darkness or ShadowShadowplay One Action (illusion, occult, shadow)

Requirements The wayang's last action was a melee Strike that damaged their opponent


Effect The wayang attempts to Tumble Through the opponent's space, with a +2 circumstance bonus to the Acrobatics check. If they succeed, the wayang leaves a shadowy afterimage in their original space, and the opponent is Flat-Footed against the next melee attack the wayang attempts against it before the end of their current turn.

Sneak Attack

The wayang deals an extra 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


In hushed tones, superstitious people tell their children stories of wayangs-living shadows who come out at night to eat misbehaving children. Mostly, these stories are just fictions of fearful minds, but it's true that wayangs were originally creatures of shadow, straddling the edge between light and darkness. The ancestors of modern day wayangs set out on a great exodus some 10,000 years ago, leaving their native Shadow Plane to seek out a new home. On Golarion, they found a great cataclysm had blocked out the sun behind a cloud of smoke and ash, enshrouding the planet in a seemingly endless night, and here they made their new home. When the light returned, wayangs retreated into what shadowy places they could find, avoiding contact with humans and other peoples of the light, who viewed the small, gaunt beings as suspicious reminders of difficult times.

Many wayang groups are nomadic, though many other groups have sedentary communities. Some live in homes carved out of natural caves, where they create works of art from stalagmites and other natural features. Others live in treetop villages in rain forests where sunlight barely penetrates the thick canopy of the forest. Wayangs are most populous in southeastern Tian Xia, especially in the archipelago of Minata, also known as the Wandering Isles, but their travels can sometimes take them to even further lands.

Despite their sinister reputation and secretive nature, wayangs are joyous creatures who tell stories and express their emotions through whisper-singing, dancing, and shadow puppetry, enhancing their performances with shadow magic. Similarly, they weave shadow magic into their deadly fighting styles, but wayangs are not a violent people, usually fighting only to protect what's theirs. Wayangs decorate their stringy hair with beads and their dusky skin with tattooed white dots that form pictures, with each picture silently telling stories about their family's history or their worship of various deities of shadow.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.