Shade (Nirvana)Creature 1
Source Pathfinder Monster Core 2
Perception +7 (darkvision)
Languages Empyrean
Skills Lore +7, Athletics +7
Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2
AC 15; Fort +7; Reflex +7; Will +7;
HP 22
Speed 35 feet
Claw
+7 (+2, -3) to hit (holy, unarmed) 1d8+2 SlashingPlanar Incarnation - Nirvana (The Cleansed)
All shades are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.
Nirvana (The Cleansed) The cleansed take on animal forms that match their personalities in life.
- Sanctification holy
- Language Empyrean
- Additional Ability speed 35 feet
- Melee claw +7, Damage 1d8+2 slashing
The cleansed take on animal forms that match their personalities in life.
When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they're judged by Pharasma, the goddess of the dead. Once judged, their soul is sent on to their final reward or punishment and, in the process, transformed into a creature known as a shade. This transformation grants the soul a new body, one whose shape is determined by the prevailing philosophical forces of the plane to which they're sent. A shade's memories from their former life usually fade, reduced to a few hazy fragments akin to half-remembered dreams. Regardless of the shade's size, power, or nature in life, they're a Medium creature in their afterlife.
Existence as a shade can last for eons but isn't necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the Outer Planes can further alter a shade's nature by either reducing them into raw quintessence, spiritual essence that's then used to expand a plane's physical manifestation, or by transforming them into a new form of supernatural life such as a celestial, monitor, or fiend. Should a shade die, their body breaks down in a process akin to decay, their form reverting to the elements that make up their plane. This represents the true end of a soul's journey—their life essence reuniting with the heart of the Great Beyond to be recycled into Creation's Forge, fueling the creation of new souls.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
ShadeShades are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane.