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Shade (Astral Plane)

Creature 1 — astral, shade

FlankerLANDAERIALastralshadeplane-touched

These appear as astrally projected versions of their mortal forms, yet they lack a silver cord. When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they're judged by Pharasma, the goddess of the dead. Once judged, their soul is sent on to their final reward or punishment and, in the process, transformed into a creature known as a shade. This transformation grants the soul a new body, one whose shape is determined by the prevailing philosophical forces of the plane to

Source: pathfinder-monster-core-2

Perception +7; darkvision
Languages any one spoken in life (such as common)
Skills Astral Plane Lore +7, athletics +7
Str
+2
Dex
+2
Con
+2
Int
+2
Wis
+2
Cha
+2
AC 15 Fort +7 Ref +7 Will +7
HP 22
Speed 25 feet, fly 20 feet

Offense

Melee Fist (unarmed) +7, Damage 1d8+2 bludgeoning

Abilities

Planar Incarnation - Astral Plane (The Untethered) — All shades are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.

Astral Plane (The Untethered) These appear as astrally projected versions of their mortal forms, yet they lack a silver cord

Language any one spoken in life (such as Common)

Additional Ability fly Speed 20 feet

Melee 1 fist +7, Damage 1d8+2 bludgeoning

WORKS WELL WITH

AnvilLAND / AERIALA front-liner holds ground below while the shade uses flight to bypass the melee line and strike from above.
SniperLAND / AERIALRanged support threatens the shade even while it stays airborne out of melee reach.

PUNISHES

✖ melee-only reliance✖ low anti-air
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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