Unshadowed Mariama
Creature 18 (unique) — human, humanoid
Pre-Remaster content. May include legacy alignment.
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +30
Skills deception +31, intimidation +29, occultism +35, religion +31, stealth +31
Str
+1
Dex
+3
Con
+4
Int
+5
Wis
+4
Cha
+3
AC 39
Fort +30
Ref +27
Will +33
HP 270
Resistances acid 20
Speed 25 feet
Offense
Melee Fist +28, Damage 3d4+4 bludgeoning
Abilities
Shadow's Displeasure — When Mariama has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused. When below 50 Hit Points, she falls Unconscious.
Vesicated Shadow — Mariama'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.
Weird Astrology — Perhaps because of Mariama's quirky nature, she has received all the effects of the astrological evaluator. When she gains any of the Clumsy, Drained, Enfeebled, or Stupefied conditions, she reduces the value by 1. This means her Shadow's Displeasure doesn't affect her until she has fewer than 50 Hit Points, when she falls Unconscious.
Bind Destinies (curse, occult) — Frequency once per day
Effect Mariama ties her fate with that of another creature within 30 feet. The creature must attempt a DC 40 Will save. Regardless of the result of its save, the creature is temporarily immune for 1 day.
**Critical Success** The creature is unaffected.
**Success** The two fates are bound. Whenever Mariama takes damage, the creature takes damage of the same type equal to half the damage Mariama took (DC 37 Fortitude). Immunities, resistances, and weaknesses still apply as normal. The creature can attempt to sever the bond by spending an action, which has the concentrate trait, to attempt another DC 40 Will save. On a success, the bond is severed, and the effect ends. The bond also ends when Mariama falls Unconscious, or if she actively ends the effect herself as a free action.
**Failure** As success, but the creature takes damage equal to the full amount Mariama took. Severing the bond requires a 2-action activity, which has the concentrate trait.
**Critical Failure** As failure, but DC 40 Fortitude. Severing the bond requires a 3-action activity, which has the concentrate trait.
Rupture Shadow (acid, occult, shadow) — Mariama 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. Mariama 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.
Spells
Foresight (rank 9)
Unfathomable Song (rank 9)
Disappearance (rank 8)
Spiritual Epidemic (rank 8)
Uncontrollable Dance (rank 8)
Duplicate Foe (rank 7)
Warp Mind (rank 7)
Feeblemind (rank 6)
Spellwrack (rank 6)
Vibrant Pattern (rank 6)
Curse of Death (rank 5)
Hallucination (rank 5)
Shadow Blast (Acid Only) (rank 5)
Shadow Siphon (rank 5)
Synaptic Pulse (rank 5)
Synesthesia (rank 5)
Confusion (rank 4)
Dimension Door (rank 4)
Fly (rank 4)
Chilling Darkness (rank 3)
Hypnotic Pattern (rank 3)
Malicious Shadow (rank 3)
Paralyze (rank 3)
Death Knell (rank 2)
Invisibility (rank 2)
Paranoia (rank 2)
Bane (rank 1)
Blood Ward (rank 1)
Cackle (rank 1)
Daze (rank 1)
Fear (rank 1)
Forbidding Ward (rank 1)
Ghost Sound (rank 1)
Read Aura (rank 1)
Telekinetic Projectile (rank 1)
True Strike (rank 1)
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