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Unshadowed Koride

Creature 19 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverSniperLANDacid

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

Perception +33
Languages common, draconic, fey, iruxi, kholo, necril, orcish
Skills Academia Lore +37, crafting +37, deception +33, diplomacy +33, medicine +35, nature +33, stealth +31, survival +33
Str
+1
Dex
+3
Con
+4
Int
+6
Wis
+3
Cha
+4
Items +3 Major Striking Staff of Nature's Vengeance (Major)
AC 40 Fort +32 Ref +29 Will +35
HP 290
Resistances acid 20
Speed 25 feet

Offense

Melee Staff (two-hand-d8) +30, Damage 4d6+20 bludgeoning

Abilities

Shadow's Displeasure — When Koride 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 — Koride'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) — Koride 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. Koride 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 41, attack +33
10th Fated Confrontation
9th Implosion, Shapechange
8th Moment of Renewal, Polar Ray
7th Finger of Death, Regenerate, Sunburst
6th Chain Lightning, Flesh to Stone, Nature's Reprisal, True Seeing
5th Banishment, Blazing Fissure, Healing Well
4th Fly, Freedom of Movement
3rd Slow, Wall of Wind
2nd Darkvision, Dispel Magic (×2), Entangle, Web
1st Fear (×2), Feather Fall, Gust of Wind
Cantrips (10th) Detect Magic, Electric Arc, Prestidigitation, Ray of Frost, Tanglefoot
Divine Innate Spells DC 41, attack +33
5th Shadow Blast (Acid Only) (×2), Shadow Siphon (×2)

WORKS WELL WITH

AnvilLANDAnvil protects the backline so casting and ranged abilities resolve without disruption.
FlankerLANDFlanker creates off-guard targets for any spell attack rolls against engaged foes.
MenderLANDMender covers healing while offensive casting and ranged damage take priority.

PUNISHES

✖ ranged reliance✖ low Will
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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