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CatrinaCreature 5


NMediumMonitorPsychopomp
Source Pathfinder Bestiary 2
Perception +13 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 120 Feet, Tongues
Skills Acrobatics +14, Lore +11, Diplomacy +14, Intimidation +14, Medicine +12, Occultism +11, Religion +12
Str +0, Dex +5, Con +4, Int +2, Wis +4, Cha +5

AC 22; Fort +11; Reflex +12; Will +13; +1 status to all saves vs. magic
HP 75
Speed 25 feet
Immunities death effects, disease
Resistances Negative 5, Poison 5

Fist One Action +14 (+10, +6) to hit (agile, finesse) 2d8+2 Bludgeoning

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.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Lifesense

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A 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. MagicCalming Presence (aura, divine, emotion, enchantment, incapacitation)

30 feet.

A creature that begins its turn within the area must attempt a DC 18 will save.


Critical Success The creature is unaffected and is temporarily immune to calming presence for 24 hours.

Success The creature's attack rolls take a -1 status penalty for 1 round.

Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours.

Critical Failure As failure, but hostility doesn't end the effect.

Compel Condemned One Action (divine, enchantment, incapacitation, mental)

The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 will save.

Success The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours.

Failure The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures.

Critical Failure As failure, but damage does not end the effect.

Kiss of Death Two Actions (death, divine, manipulate, necromancy)

The catrina gives a long, passionate kiss to an Unconscious or willing creature, dealing 3d6 negative damage.

Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is Dying 1.

Spirit Touch (incorporeal)

An catrina's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.


Divine Innate Spells (DC 22, +12 to hit)

Cantrips (3rd Level): Dancing Lights
2nd Level: Invisibility (At will) (Self only)
3rd Level: Illusory Disguise
4th Level: Dimension Door, Talking Corpse (At will)
5th Level: Tongues (Constant)


Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing. Catrinas are more likely to intervene when a mortal can't accept their death. They perform their task to keep the afterlife calm, rather than out of true compassion for a mortal's grief. Catrinas only rarely visit the Material Plane, typically to help an extremely important mortal pass on.

Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers.


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.