Shade (Plane of Water)
Creature 1 — shade, water
AnvilLANDAQUATICshadewater
Water pneuma appear as versions of their mortal selves formed of flowing water. 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 s
Source: pathfinder-monster-core-2
Perception +7; darkvision
Skills athletics +7, Plane of Water 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 25 feet, swim 20 feet
Offense
Melee Current (water) +7, Damage 1d8+2 bludgeoning
Abilities
Planar Incarnation - Plane of Water (Water Pneuma) (water) — 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.
Plane of Water (Water Pneuma) Water pneuma appear as versions of their mortal selves formed of flowing water.
Language Thalassic
Additional Ability amphibious, swim Speed 20 feet
Melee current +7 (water), Damage 1d8+2 bludgeoning
Plane of Water (Water Pneuma) Water pneuma appear as versions of their mortal selves formed of flowing water.
Language Thalassic
Additional Ability amphibious, swim Speed 20 feet
Melee current +7 (water), Damage 1d8+2 bludgeoning
WORKS WELL WITH
WeaverLAND / AQUATICA caster's ranged pressure complements this shade's short-reach current Strike.
SnareLAND / AQUATICA controller that keeps foes in place lets this shade's swim speed flank through any adjoining water.
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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