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Unshadowed Mariama

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 48
Unspecific Lore: DC 46
Specific Lore: DC 43

Elite | Normal | Weak
Proficiency without Level

Unshadowed MariamaCreature 18

Unique CE Medium Human Humanoid 
Source Pathfinder #174: Shadows of the Ancients pg. 20
Perception +30
Languages Common, Dwarven, Gnoll, Sylvan
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
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, 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 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.
Speed 25 feet
Melee fist +28 [+24/+20] (agile, finesse, nonlethal), Damage 3d4+4 bludgeoningOccult Prepared Spells DC 40, attack +32; 9th foresight, synesthesia, unfathomable song; 8th disappearance, spiritual epidemic, uncontrollable dance; 7th duplicate foe, paralyze, warp mind; 6th feeblemind, spellwrack, vibrant pattern; 5th hallucination, synaptic pulse, synesthesia; 4th confusion, dimension door, fly; 3rd chilling darkness, hypnotic pattern, paralyze; 2nd death knell, invisibility, paranoia; 1st bane, fear, true strike; Cantrips (9th) daze, forbidding ward, ghost sound, read aura, telekinetic projectile
Occult Innate Spells DC 40, attack +32; 9th shadow blast (acid only; ×2), shadow siphon (×2)
Witch Hexes DC 40, 3 Focus Points; 9th blood ward, cackle, curse of death, malicious shadow; Cantrips (9th) nudge fate
Bind Destinies (abjuration, 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 basic Fortitude save). 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 the basic Fortitude save is DC 40. Severing the bond requires a 3-action activity, which has the concentrate trait.
Rupture Shadow (acid, conjuration, 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 acid splash damage to all creatures within 5 feet of the target.
Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage.
Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage.