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NosoiCreature 1

Source Pathfinder Bestiary
Perception +6 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +6, Lore +8, Lore +8, Performance +6, Religion +6, Society +2, Stealth +6
Str -1, Dex +3, Con +1, Int +1, Wis +1, Cha +3

AC 16; Fort +4; Reflex +8; Will +6;
HP 18
Speed 15 feet (fly 40 feet)
Immunities death effects, disease
Resistances Negative 3, Poison 3

Beak One Action +6 (+1, -4) to hit (finesse, magical) 1d4-1 Piercing


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)

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.

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

The nosoi takes the appearance of a raven or songbird. This doesn't change its Speed or its attack and damage modifiers with its 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.

Haunting Melody One Action (auditory, concentrate, divine, enchantment, incapacitation, mental)

The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 will save.

The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.

Failure The creature is Fascinated.

Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a Fascinated creature is adjacent to the nosoi, it stays still and doesn't act. If the creature is attacked, the fascination ends.

Spirit Touch

A nosoi's Strikes affect incorporeal creatures as though etched with a Ghost Touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.

Divine Innate Spells (DC 16, +8 to hit)

2nd Level: Invisibility (At Will) (Self Only), Sound Burst
4th Level: Read Omens, Talking Corpse

A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be.

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.



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.