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Shrine Maiden



Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Shrine MaidenCreature 9

Legacy Content

Rare LN Medium Human Humanoid 
Source Pathfinder #198: No Breath to Cry pg. 50
Perception +20
Languages Celestial, Common
Skills Intimidation +16, Occultism +17, Performance +18, Religion +19
Str +1, Dex +3, Con +1, Int +2, Wis +4, Cha +3
Items +1 striking composite shortbow (20 arrows), +1 leather armor, holy water (3), key ring (includes a key that opens all gates except Earth gate, the key to Earth gate, and a key that unlocks all interior doors except those leading into Mago Kai's quarters and the treasury), light mace
AC 27; Fort +14, Ref +18, Will +19
HP 152
Speed 25 feet
Melee [one-action] light mace +18 [+13/+8], Damage 1d4+5 bludgeoningRanged [one-action] composite shortbow +19 [+14/+9] (deadly d10, magical, propulsive, range increment 60 feet), Damage 2d6+5 piercingDivine Spontaneous Spells DC 25, attack +17; 5th divine wrath, sending (2 slots); 4th dimensional anchor, heal, holy cascade (3 slots); 3rd dispel magic, heal, searing light (3 slots); 2nd augury, remove fear, see invisibility (3 slots); 1st bless, purify food and drink, sanctuary (3 slots); Cantrips (5th) chill touch, disrupt undead, divine lance, forbidding ward, shield, stabilize
Rituals; 2nd consecrate
Spiritual Arrows [two-actions] (divine, evocation) Frequency once per day; Effect The shrine maiden nocks an arrow and whispers a chant before unleashing a torrent of holy power in the form of dozens of ghostly glowing arrows. Creatures in a 60-foot line take 10d6 force damage (DC 28 basic Reflex save). On a critical failure, the creature is also immobilized (Escape DC 28) for 1 minute.Twang [two-actions] (divine, evocation, manipulate, sonic) The shrine maiden strums her bowstring, creating a pulse of energy that lashes out at a target within 20 feet. That creature must attempt a DC 28 Fortitude save.
Critical Success No Effect
Success The target is pushed 5 feet back from the shrine maiden.
Failure The target is pushed 10 feet back from the shrine maiden and falls prone.
Critical Failure The target is flung 15 feet away from the shrine maiden, falls prone, and is slowed 1 for 1 round.