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AlgeaCreature 11


NLargeMonitorPsychopompSwarm
Source Pathfinder Adventure: Malevolence
Perception +22 (darkvision, lifesense 60 feet, see magic)
Languages Abyssal, Aklo, Celestial, Infernal, Requian
Skills Acrobatics +22, Lore +21, Occultism +21, Religion +20, Stealth +22
Str -1, Dex +7, Con +5, Int +2, Wis +5, Cha +3

AC 30; Fort +18; Reflex +24; Will +22; +1 status bonus to all saves vs. magic
HP 144
Speed 15 feet (fly 40 feet)
Immunities precision, death effects, disease, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 10, Negative 10, Piercing 10, Poison 10, Slashing 5

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Grieving Aura (mental, aura, divine, emotion, enchantment)

30 feet Aura


A creature that begins its turn in the aura must attempt a DC 27 will save. Undead take a -2 circumstance penalty to this saving throw. The creature is then temporarily immune to the grieving aura for 1 hour.

Success The creature is unaffected.

Failure For 1 round, the creature can't use reactions and is Slowed 1 for that turn as it sobs uncontrollably.

Critical Failure As failure, but the effects lasts while the creature remains in the aura plus 1 minute.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

See Magic

An algea can see magic auras on creatures or objects that it can observe; it can't see magic auras on creatures or objects that are hidden from its view. It learns the schools of magic for all spells affecting creatures.

+1 Status to All Saves vs. MagicDrain Magic (abjuration, divine)

Whenever a creature fails its save against Frenzied Beaks, the algea attempts to counter a spell effect active on that creature (6th level, counteract check +22). The algea can choose which effect to attempt to counteract for each creature.

Frenzied Beaks

Each foe in the swarm's space takes 5d6 piercing damage (DC 30 basic reflex) and is exposed to drain magic. This damage affects incorporeal creatures as if it had the effects of a ghost touch property rune.

Soul Cage (divine, incapacitation, necromancy)

An incorporeal undead damaged by Frenzied Beaks must attempt a DC 30 will save.


Critical Success The undead is unaffected and is temporarily immune for 24 hours.

Success The undead takes a -10-foot status penalty to Speeds for 1 round.

Failure As success, but the undead is also Immobilized for 1 round, although it can attempt to Escape (DC 30).

Critical Failure The undead is restrained for 1 round. The algea can attempt to plane shift with the Restrained creature even if that creature isn't willing, but an unwilling creature can attempt a Will save to resist Plane Shift. If it succeeds, the algea plane shifts and leaves the incorporeal creature behind, which is then no longer restrained.


Innate Divine Spells (DC 30, +22 to hit)

2nd Level: Invisibility
4th Level: Confusion, Talking Corpse
7th Level: Plane Shift (Self and soul caged creatures only, to the Boneyard only)

Ritual

5th Level: Call Spirit


Algeas protect (and sometimes retrieve) souls at risk of being claimed by other entities, particularly spellcasters who dabbled with otherworldly forces but never officially pledged their souls.


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.