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Unshadowed Mariama

Creature 18 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverLANDhumanhumanoidshadowacid

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

Perception +30
Languages common, dwarven, fey, kholo
Skills Academia Lore +35, 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 (agile, finesse, nonlethal, unarmed) +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.
Divine Prepared Spells DC 40, attack +32
9th Foresight, Unfathomable Song
8th Disappearance, Spiritual Epidemic, Uncontrollable Dance
7th Duplicate Foe, Warp Mind
6th Feeblemind, Spellwrack, Vibrant Pattern
5th Hallucination, Synaptic Pulse, Synesthesia (×2)
4th Confusion, Dimension Door, Fly
3rd Chilling Darkness, Hypnotic Pattern, Paralyze (×2)
2nd Death Knell, Invisibility, Paranoia
1st Bane, Fear, True Strike
Cantrips (9th) Daze, Forbidding Ward, Ghost Sound, Read Aura, Telekinetic Projectile
Divine Innate Spells DC 40, attack +32
5th Shadow Blast (Acid Only) (×2), Shadow Siphon (×2)
Occult Focus Spells DC 40, attack +32; 3 Focus Points
5th Curse of Death
3rd Malicious Shadow
1st Blood Ward, Cackle

WORKS WELL WITH

AnvilLANDA durable frontline body absorbs melee pressure while this fragile caster lines up its long-range shadow-rupturing attack.
SnareLANDA controller that keeps a target fixed in place removes the escape route before the fate-binding effect resolves.
FlankerLANDA mobile striker keeps pressure elsewhere so the party cannot focus down this caster before her effects land.

PUNISHES

✖ low Will saves✖ overextending a single target✖ reliance on shadow-casting allies
If reduced too low she becomes incapacitated outright, so relying on her as the only backline threat leaves the party without a fallback once she drops.
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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