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Pathfinder DefenderCreature 7


Uncommon​Medium​Incorporeal​Undead​
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +14 (darkvision)
Languages Necril, Common
Skills Acrobatics +16, Stealth +20
Str -5, Dex +5, Con +0, Int +0, Wis +2, Cha +4

AC 24; Fort +11; Reflex +18; Will +15;
HP 75 (void healing)
Speed 0 feet (swim 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances All Damage 10

Light Vulnerability

Attacks against the Pathfinder defender are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the Light spell).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Shadow Spawn

When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This Actor.Shadow Spawn doesn't have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.

Slink in Shadows

The Pathfinder defender can Hide or end its Sneak in a creature's or object's shadow.

Steal Shadow One Action (divine)

Requirements The Pathfinder defender hit a living creature with a shadow hand Strike on its previous action


Effect The defender pulls at the target's shadow, making the creature Enfeebled 2 (Enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of Enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour.


Divine Innate Spells (DC 25, +17 to hit)

2nd Level: Darkness


Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows.


The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.