Item: Reaper's Shadow

Level13
Rarity
Uncommon
CategoryPoison
Price525 gp
UsageHeld in two hands
PublicationPathfinder #203: Shepherd of Decay

Activate 2 (manipulate)


Derived from duskwood sap tapped during the winter solstice, this toxin erodes the connection between body and soul, tricking the latter into assuming the former has already died. Survivors of this near-death experience report ominous tunnel vision, as if the Grim Reaper lurks in their peripheral vision and awaits their final breath.


Saving Throw DC 30 Fortitude

Maximum Duration 6 rounds

Stage 1 2d12 void damage and Doomed 1 for 1 round (1 round)

Stage 2 3d12 void damage and doomed 1 for 1 round (1 round)

Stage 3 3d12 void damage and doomed 1 (1 round)

Stage 4 3d12 void damage and Doomed 2 (1 round)


Trait Effects

Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. Only one injury poison can be applied to a weapon or ammunition at a time.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Virulent: Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.

Void: Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy. Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).


Related Items