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Tennin

Creature 9 — angel, celestial, holy

WeaverLANDcelestialholy

Celestial artisans and elegant dancers called tennins serve as Nirvana's attendants, where they weave the gods' marvelous, seamless garments from clouds and frost and entertain the courts with skyward dances, their footsteps lighter than dew. During catastrophic wars and disasters, tennins descend from Nirvana to mend what is broken and soothe those who suffer. The realm of Nirvana often promotes the virtuous souls of dutiful craftspeople and dedicated musicians to the ranks of the brocade angel

Source: pathfinder-monster-core-2

Perception +17; darkvision; fingers upon the loom (precise) 60 feet
Languages diabolic, draconic, empyrean; Truespeech
Skills acrobatics +19, crafting +19 (+23 to weave), performance +19 (+21 to dance), religion +19, society +17
Str
+2
Dex
+6
Con
+3
Int
+2
Wis
+4
Cha
+6
Items Handwraps of Mighty Blows, Flawless Celestial Shawl
AC 27 Fort +16 Ref +21 Will +17
HP 155
Resistances cold 10
Weaknesses unholy 10
Speed 30 feet (dancer across the heavens, unfettered movement)

Offense

Melee Fist (agile, finesse, holy, magical, nonlethal) +20, Damage 2d8+6 bludgeoning plus 2d6 spirit

Abilities

Fingers Upon the Loom — The tennin can detect creatures wearing or holding any clothing as a precise sense with a range of 60 feet.
Flawless Celestial Shawl — Each tennin has a unique flawless celestial shawl . A tennin without their flawless celestial shawl can't use their fly Speed or cast divine innate spells.
Secrets of Immortality — The tennin can use Occultism instead of Medicine to Administer First Aid, Treat Disease, Treat Poison, and Treat Wounds.
Five Color Dance (aura, divine) — 30 feet. Any piece of clothing or equipment worn or held by an ally within the aura has its Hardness increased by 3, Hit Points increased by 20, and Broken Threshold increased by 10.
Dancer Across the Heavens — The tennin can Step into difficult terrain and can use either their land or fly Speed to Step. Also, when the tennin attempts a Performance check to dance, they can Step or Stride as a free action.
Divine Innate Spells DC 29, attack +21
5th Truespeech (Constant), Wall of Ice
4th Unfettered Movement (Constant)
3rd Safe Passage
2nd Peaceful Rest, Sure Footing (At Will)
1st Heal
Cantrips (5th) Divine Lance, Frostbite, Know the Way, Sigil

WORKS WELL WITH

AnvilLANDA durable frontline ally benefits most from the equipment-hardening aura, since armor and shields see the most damage.
CrasherLANDA mobile brute's gear gains extra durability from the aura, letting it push deeper before breaking equipment.

PUNISHES

✖ low Will saves✖ clumping
Avoid stacking multiple Weavers; the equipment-buff aura doesn't compound meaningfully with a second support caster.
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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