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TenninCreature 9


MediumAngelCelestialHoly
Source Pathfinder Monster Core 2
Perception +17 (darkvision, fingers upon the loom (precise) 60 feet)
Languages Diabolic, Draconic, Empyrean, Truespeech
Skills Acrobatics +19, Crafting +19, Performance +19, Religion +19, Society +17
Str +2, Dex +6, Con +3, Int +2, Wis +4, Cha +6

AC 27; Fort +16; Reflex +21; Will +17;
HP 155
Speed 30 feet
Weaknesses Unholy 10
Resistances Cold 10

Fist One Action +20 (+16, +12) to hit (agile, finesse, holy, magical, nonlethal) 2d8+6 Bludgeoning

Fingers Upon the Loom

The tennin can detect creatures wearing or holding any clothing as a precise sense with a range of 60 feet.

Flawless Celestial Shawl

Each tennin has a unique flawless celestial shawl. A tennin without their flawless celestial shawl can't use their fly Speed or cast divine innate spells.

Secrets of Immortality

The tennin can use Occultism instead of Medicine to [/act administer-first-aid skill=occultism], [/act treat-disease skill=occultism], [/act treat-poison skill=occultism], and Treat Wounds.

Five Color Dance (aura, divine)

30 feet. Any piece of clothing or equipment worn or held by an ally within the aura has its Hardness increased by 3, Hit Points increased by 20, and Broken Threshold increased by 10.

Dancer Across the Heavens

The tennin can Step into difficult terrain and can use either their land or fly Speed to Step. Also, when the tennin attempts a Performance check to dance, they can Step or Stride as a free action.


Divine Innate Spells (DC 29, +21 to hit)

Cantrips (5th Level): Divine Lance, Frostbite, Know the Way, Sigil
1st Level: Heal
2nd Level: Peaceful Rest, Sure Footing (At Will)
3rd Level: Safe Passage
4th Level: Unfettered Movement (Constant)
5th Level: Truespeech (Constant), Wall of Ice


Celestial artisans and elegant dancers called tennins serve as Nirvana's attendants, where they weave the gods' marvelous, seamless garments from clouds and frost and entertain the courts with skyward dances, their footsteps lighter than dew. During catastrophic wars and disasters, tennins descend from Nirvana to mend what is broken and soothe those who suffer. The realm of Nirvana often promotes the virtuous souls of dutiful craftspeople and dedicated musicians to the ranks of the brocade angels so they might use their talents to bring beauty and kindness to a Universe overwhelmed by war.

It feels like there have always been too few tennins to attend to the needs of an entire world. Tragically, their numbers are dwindling in the wake of Gorum's death, which has sparked and renewed numerous conficts. Many angels have fallen or lost their way amid the discord.


Traits

Common

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.

Angel

This family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.

Celestial

Creatures 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.

Holy

Effects 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.