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EsenethCreature 17


Rare​N​Medium​Monitor​Psychopomp​
Source Pathfinder #186: Ghost King's Rage
Perception +29 (darkvision, lifesense 120 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +33, Athletics +33, Lore +29, Medicine +31, Lore +35, Stealth +33
Str +8, Dex +8, Con +5, Int +6, Wis +4, Cha +2

AC 39; Fort +28; Reflex +32; Will +27;
HP 290
Speed 25 feet (fly 40 feet)
Immunities death effects, disease
Resistances Negative 15, Poison 15

Spirit Needle One Action +33 (+28, +23) to hit 3d10+14 Piercing
Spirit Needle One Action +33 (+28, +23) to hit (thrown 30) 3d10+14 Piercing

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.

Lifesense 120 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.

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.

Sudden Stitch Reaction

Trigger A creature within the eseneth's reach successfully Strikes the eseneth


Effect The eseneth attempts to Grapple the triggering creature.

Mend Soul One Action (manipulate)

Frequency once per round


Effect The eseneth restores 25 HP to itself or an incorporeal creature it has Grabbed.

Seize Soul One Action (attack, incapacitation)

The eseneth tries to yank the soul out of the body of a creature they've Grabbed or Restrained. The eseneth attempts an athletics check against the target's Fortitude DC.


Critical Success The eseneth grabs the target's soul. The body is released and is Paralyzed for 2 rounds. When the body ceases being paralyzed, its soul returns instantly and the target wakes. The soul—grabbed by the eseneth—is incorporeal, is Invisible, has a fly Speed equal to the creature's Speed, and otherwise has all the same statistics. It can't attack, cast spells, or attempt any skill checks that require a physical body other than checks to Escape, and it must always maintain line of effect to its body.

Success As critical success, but the paralysis ends after 1 round.

Failure The target remains grabbed or restrained, but its soul remains in its body.

Critical Failure The grab ends.

Shred Soul One Action

Frequency once per round


Effect The eseneth deals 3d10+14 force damage to an incorporeal creature they've Grabbed.

Spirit Grasp

An eseneth can Grapple incorporeal creatures despite being corporeal. The eseneth uses their Athletics check to Grapple incorporeal creatures as normal but can't use Athletics for other actions against incorporeal creatures, like Shove or Trip.

Spirit Touch

A eseneth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Divine Innate Spells (DC 38, +30 to hit)

2nd Level: Invisibility (At Will, Self Only)
4th Level: Dimension Door (At Will), Freedom of Movement (Constant)
6th Level: Spirit Blast


Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls.


Psychopomps preside over death and the cycle of souls.


Traits

Rare

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.