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Unshadowed Haibram

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 HaibramCreature 18

Legacy Content

Unique CE Medium Dwarf Humanoid 
Source Pathfinder #174: Shadows of the Ancients pg. 24
Perception +30; darkvision
Languages Common, Dwarven
Skills Academia Lore +31, 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
Items +3 greater striking mambele
AC 41; Fort +33, Ref +30, Will +27
HP 330; Resistances acid 20
Shadow's Displeasure When Haibram 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 Haibram'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.
Speed 20 feet
Melee [one-action] mambele +33 [+28/+23] (disarm, deadly d8, magical), Damage 3d6+16 slashingRanged [one-action] mambele +33 [+28/+23] (disarm, deadly d8, magical, thrown 20 feet), Damage 3d6+16 slashingArcane Prepared Spells DC 37, attack +29; 9th fireball, implosion, meteor swarm; 8th boil blood, disappearance, lightning bolt; 7th energy aegis, fly, true target; 6th chain lightning, flame vortex, repulsion; 5th fireball, mantle of the magma heart, telekinetic haul; 4th fly, gaseous form, wall of fire; 3rd fireball, lightning bolt, wall of wind; 2nd endure elements, flaming sphere, obscuring mist; 1st gust of wind, ray of enfeeblement, true strike; Cantrips (9th) detect magic, electric arc, produce flame, ray of frost, shield
Occult Innate Spells DC 40, attack +32; 9th shadow blast (acid only; ×2), shadow siphon (×2)
Rupture Shadow [two-actions] (acid, conjuration, occult, shadow) Haibram 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. Haibram 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.
Wind Step to [three-actions] [two-actions] (air, arcane, transmutation) 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 [one-action] (air, arcane, evocation) 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.