Aspect of ImmortalityCreature 21
Source Pathfinder #174: Shadows of the Ancients
Perception +41 (darkvision, status sight; see invisibility, true seeing)
Languages Common, Necril
Skills Acrobatics +43, Athletics +38, Deception +40, Intimidation +43, Religion +39, Society +36, Stealth +43
Str +8, Dex +10, Con +8, Int +5, Wis +7, Cha +8
AC 47; Fort +37; Reflex +41; Will +38; +1 status to all saves vs. magic
HP 320 (negative healing)
Speed 50 feet (fly 75 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances All 15
Keen Scythe +40 (+36, +32) to hit (agile, deadly 3d10, magical, reach 10, trip) 4d10+23 Slashing
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.
Death's GraceThe Aspect of Immortality can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the Aspect of Immortality still never counts as a living creature.
Status SightThe Aspect of Immortality automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. MagicNegative HealingThe Aspect of Immortality can choose whether or not it takes positive damage.
A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Aura of Misfortune (aura, divination, divine, misfortune)20 feet Aura
Living creatures in the aura must roll twice on all d20 rolls and use the lower result.
Key WeaknessJatembe's history of vanquishing the King of Biting Ants survives in the halcyon legacy of the Magaambya. The Aspect of Immortality has a key weakness to both arcane spells and primal spells.
Lurking Death (teleportation)Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait.
Effect The Aspect of Immortality teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the Aspect of Immortality disrupts the triggering action.
Death Strike (death)A creature critically hit by any of the Aspect of Immortality's attacks or that critically fails against any of its spells must succeed at a DC 47 fortitude save or die.
Energy DrainWhen the Aspect of Immortality hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 fortitude save or become Doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3).
Final DeathA creature killed by the Aspect of Immortality can't be brought back to life by any means short of divine intervention.
Infuse Weapon (agile, divine, evocation)Any scythe gains the agile trait, can't be disarmed, and becomes a +3 Major Striking Keen scythe while the Aspect of Immortality wields it. If the Aspect of Immortality Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing.
Divine Innate Spells (DC 47, +37 to hit)
2nd Level: See Invisibility (Constant)
3rd Level: Haste (Constant)
6th Level: True Seeing (Constant)
7th Level: Finger of Death, Plane Shift
The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few-if any-dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final.
While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered.
Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.