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Unshadowed Anchor Root

Creature 18 (unique) — humanoid, kholo

Pre-Remaster content. May include legacy alignment.

WeaverSniperLAND

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +33; low-light-vision, scent (imprecise) 30 feet
Languages amurrun, common, fey, iruxi, kholo, necril
Skills Academia Lore +31, deception +35, nature +35, occultism +35, religion +31, stealth +31, survival +33
Str
+2
Dex
+3
Con
+4
Int
+5
Wis
+5
Cha
-1
AC 39 Fort +30 Ref +27 Will +33
HP 270
Resistances acid 20
Speed 25 feet

Offense

Melee Bite +28, Damage 3d6+5 piercing

Abilities

Shadow's Displeasure — When Anchor Root has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused, and she becomes Clumsy 1 and Stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, she falls Unconscious.
Vesicated Shadow — Anchor Root's shadow has become corrupted via the power of the Vesicant Egg . Her shredded shadow grants her some control over acid and shadows. She gains a +4 status bonus to resist acid and shadow effects.
Rupture Shadow (acid, occult, shadow) — Anchor Root can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. She targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Anchor Root can't use Rupture Shadow again for 1d4 rounds.

Critical Success The target is unaffected and becomes temporarily immune for 1 day.

Success The target takes half damage. The bursting shadow deals 5 splash{5 acid splash} damage to all creatures within 5 feet of the target.

Failure The target takes full damage, and the bursting shadow deals 10 splash{10 acid splash} damage.

Critical Failure The target takes double damage, the bursting shadow deals 20 splash{20 acid splash} damage, and the target also takes 4d6 persistent acid damage.
Divine Prepared Spells DC 40, attack +32
9th Nature's Enmity, Storm of Vengeance
8th Earthquake, Horrid Wilting
7th Eclipse Burst, Volcanic Eruption
6th True Seeing
5th Cloudkill
4th Fly, Wall of Fire
3rd Fireball (×2), Lightning Bolt (×3), Stinking Cloud, Wall of Thorns
2nd Dispel Magic (×4), Spider Climb
1st Fear (×2), Grease, Ventriloquism (×2)
Cantrips (9th) Acid Splash, Disrupt Undead, Produce Flame, Stabilize, Tanglefoot
Divine Innate Spells DC 40, attack +32
5th Shadow Blast (Acid Only) (×2), Shadow Siphon (×2)
2nd Animal Form (Canine Form Only), Augury (×2)

WORKS WELL WITH

AnvilLANDAnvil's hold-priority creates the static frontline the Weaver needs to land area spells without disrupting allies.
CrasherLANDCrasher's pressure-priority forces enemies to cluster, presenting ideal targets for the Weaver's area effects.
FlankerLANDFlanker's engagement tempo creates chaos that draws enemy attention away from the Weaver's position.

PUNISHES

✖ clumping
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 #174: Shadows of the Ancients.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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