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MorrignaCreature 15


NMediumMonitorPsychopomp
Source Pathfinder Bestiary
Perception +28 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Infernal, Necril, Requian, Speak With Animals, Tongues
Skills Athletics +27, Lore +28, Diplomacy +27, Intimidation +29, Religion +29, Society +24, Stealth +27
Str +8, Dex +4, Con +4, Int +3, Wis +6, Cha +4

AC 38; Fort +25; Reflex +27; Will +29; +1 status to all saves vs. magic
HP 240 (regeneration 20 (deactivated by acid or fire)
Speed 30 feet (climb 30 feet)
Immunities death effects, disease
Resistances Negative 15, Poison 15

Bo Staff One Action +31 (+26, +21) to hit (magical, parry, reach 10, trip) 2d8+14 Bludgeoning
Web Wrappings One Action +29 (+24, +19) to hit (magical, reach 10) 3d12+14 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.

Lifesense 60 feet (divination, divine)

A psychopomp senses the vital essence of living and undead creatures within the listed range.


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.

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. MagicRegeneration 20 (Deactivated by Acid or Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Change Shape One Action (concentrate, divine, polymorph, transmutation)

A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal.

Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Spider Minions Three Actions (conjuration, divine)

The morrigna summons a Giant Tarantula or Spider Swarm. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first.

The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once.

The morrigna can see through the eyes of any of their summoned spiders at any time.

Spirit Touch

A morrigna's Strikes affect incorporeal creatures as though etched with a Ghost Touch property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead.

Wrappings Lash Reaction

Trigger A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check.


Effect The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Spontaneous Spells (DC 35, +30 to hit)

Cantrips (8th Level): Chill Touch, Detect Magic, Disrupt Undead, Read Aura, Stabilize
1st Level (4 slots): Bane, Bless, Heal, Ray of Enfeeblement
2nd Level (4 slots): Calm Emotions, Dispel Magic, See Invisibility, Silence
3rd Level (4 slots): Blindness, Crisis of Faith, Dream Message
4th Level (4 slots): Freedom of Movement, Read Omens, Spell Immunity
5th Level (4 slots): Death Ward, Sending
6th Level (4 slots): Field of Life, Spirit Blast

Divine Innate Spells (DC 37, +29 to hit)

2nd Level: Speak with Animals (Constant), Spider Climb (Constant)
4th Level: Talking Corpse
5th Level: Tongues (Constant)

Divine Rituals

5th Level: Call Spirit


Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin.


Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.


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.