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Shade (Nirvana)

Creature 1 — celestial, holy, shade

AnvilLANDcelestialholyshade

The cleansed take on animal forms that match their personalities in life. 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 which they're sent. A

Source: pathfinder-monster-core-2

Perception +7; darkvision
Languages empyrean
Skills athletics +7, Nirvana Lore +7
Str
+2
Dex
+2
Con
+2
Int
+2
Wis
+2
Cha
+2
AC 15 Fort +7 Ref +7 Will +7
HP 22
Speed 35 feet

Offense

Melee Claw (holy, unarmed) +7, Damage 1d8+2 slashing

Abilities

Planar Incarnation - Nirvana (The Cleansed) — 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.

Nirvana (The Cleansed) The cleansed take on animal forms that match their personalities in life.

Sanctification holy

Language Empyrean

Additional Ability speed 35 feet

Melee claw +7, Damage 1d8+2 slashing

WORKS WELL WITH

WeaverLANDA caster's ranged pressure complements this shade's plain holy claw Strike.
SnareLANDA controller that pins a target lets this shade's faster speed reinforce wherever the line needs it most.

PUNISHES

✖ overextension✖ melee reliance
Multiple identical shades stacked together add repetitive melee, not tactical complexity.
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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