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Unshadowed Haibram

Creature 18 (unique) — dwarf, humanoid

Pre-Remaster content. May include legacy alignment.

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

Perception +30
Skills acrobatics +33, arcana +33, athletics +35, deception +29, intimidation +31, performance +31, stealth +29, survival +29
Str
+5
Dex
+4
Con
+4
Int
+4
Wis
+2
Cha
-1
AC 41 Fort +33 Ref +30 Will +27
HP 330
Resistances acid 20
Speed 20 feet

Offense

Melee Mambele +33, Damage 3d6+16 slashing
Ranged Mambele +33, Damage 3d6+16 slashing

Abilities

Shadow's Displeasure — When Haibam has fewer than 150 Hit Points, his shadow pulls at his essence to show the Vesicant Egg's displeasure. He looks pained and confused, and he 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, he falls Unconscious.
Vesicated Shadow — Haibam's shadow has become corrupted via the power of the Vesicant Egg . His shredded shadow grants him some control over acid and shadows. He gains a +4 status bonus to resist acid and shadow effects.
Rupture Shadow (acid, occult, shadow) — Haibam can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. He targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Haibam 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.
Wind Step (air, arcane) — Haibram draws air around him to aid his movement. He Strides up to his Speed, gaining the effects of Air Walk and ignoring difficult terrain while moving. He can increase the number of actions to 3 to Stride up to three times his Speed instead. Haibram begins to fall immediately after using Wind Step but treats the fall as 60 feet shorter thanks to the supporting winds.
Wind Touch — Haibram imbues a weapon he's holding with the power of the wind until the start of his next turn. The wind's power allows Haibram to swing and hurl the weapon with great force, causing the weapon to deal an additional 2d10 damage. If the weapon does not have the thrown trait, it also gains the thrown 10 feet trait during this attack.

Spells

Implosion (rank 9)
Meteor Swarm (rank 9)
Boil Blood (rank 8)
Disappearance (rank 8)
Energy Aegis (rank 7)
True Target (rank 7)
Chain Lightning (rank 6)
Flame Vortex (rank 6)
Repulsion (rank 6)
Mantle of the Magma Heart (rank 5)
Shadow Blast (Acid Only) (rank 5)
Shadow Siphon (rank 5)
Telekinetic Haul (rank 5)
Fly (rank 4)
Gaseous Form (rank 4)
Wall of Fire (rank 4)
Fireball (rank 3)
Lightning Bolt (rank 3)
Wall of Wind (rank 3)
Endure Elements (rank 2)
Flaming Sphere (rank 2)
Obscuring Mist (rank 2)
Detect Magic (rank 1)
Electric Arc (rank 1)
Gust of Wind (rank 1)
Produce Flame (rank 1)
Ray of Enfeeblement (rank 1)
Ray of Frost (rank 1)
Shield (rank 1)
True Strike (rank 1)

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