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Queen SluaghCreature 18


RareNEHugeFeyUndead
Source Pathfinder Book of the Dead
Perception +31 (greater darkvision, soulscent (imprecise) 200 feet)
Languages Aklo, Common, Necril, Sylvan, Voice Of The Soul
Skills Acrobatics +29, Athletics +35, Deception +30, Intimidation +32, Stealth +29, Survival +31
Str +9, Dex +5, Con +9, Int +7, Wis +7, Cha +4

AC 41; Fort +35; Reflex +27; Will +33;
HP 417 (negative healing)
Speed 30 feet (fly 80 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Coldiron 15, Positive 10

Proboscis One Action +35 (+30, +25) to hit (reach 20) 3d10+17 Piercing
Claw One Action +35 (+31, +27) to hit (agile, magical) 3d10+17 Slashing
Negative Ray One Action +31 (+26, +21) to hit (magical, negative, range increment 100) 7d8 Negative

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

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

Negative Healing

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.

Frightful Presence (aura, emotion, fear, mental)

120 feet Aura DC 37 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Soulscent (Imprecise) 200 feet (divination, occult)

The sluagh is aware of all doomed creatures, dying creatures, and creatures that died within the last hour within the listed range.

Voice of the Soul

A sluagh queen knows any language of a creature whose soul they've devoured and can perfectly mimic its voice by attempting a Deception check to Lie, with a +4 circumstance bonus.

Call of the Damned Two Actions (auditory)

The queen sends out shriek to all sluagh within 1 mile, summoning them to her. This typically calls 2d4 Sluagh Reapers. If the queen is facing foes strong enough to threaten her, these are likely too weak to pose a threat but can assist by fetching items or getting in enemies' way.

Eat Soul Two Actions (necromancy, occult)

The queen touches a dying creature or a creature that died within the past 1 hour with her proboscis. If the target is dying, it must attempt a DC 41 fortitude save; on a failure, its dying value increases by 2 (3 on a critical failure). If the target is dead, the queen devours the soul. Unless the queen is destroyed, the target can't be returned to life through any means, even powerful magic such as Wish.

Ghostly Swoop One Action

The queen sluagh becomes incorporeal until the start of their next turn, and Flies up to their fly Speed. While incorporeal, they are immune to precision damage, and have resistance 10 to all damage (except force, ghost touch, or positive); this resistance is doubled against non-magical damage.

After using Ghostly Swoop, the queen sluagh can't use it again for 1d4 rounds.

Soul Theft One Action (occult, necromancy, negative)

Requirements The queen has a creature Grabbed or Restrained with her proboscis


Effect The queen devours a portion of the creature's soul and steals some of its ability. The creature takes 5d8 negative damage (DC 41 fortitude save). The queen gains temporary HP equal to the total amount of HP the target loses, including any HP lost from being drained.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Drained 1.

Failure The creature takes full damage and is drained 1 and Doomed 1. The queen steals a spell slot or training. If she steals a spell from a prepared caster, she transfers the spell to herself; if she steals from a spontaneous caster, she gains a prepared spell of the appropriate level and expends one of the creature's spell slots of that level. If she steals training, she chooses Perception, attack modifier, or any skill. For 24 hours, she gains a +2 status bonus to that statistic and the creature takes a -2 status penalty. The queen can have any number of stolen abilities, but only one from each creature.

Critical Failure As failure, but double damage.

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.


Primal Innate Spells (DC 0, +0 to hit)

Cantrips (9th Level): Ghost Sound
2nd Level: Invisibility (At Will)
7th Level: Visions of Danger (A Swarm of Sluagh Reapers)
9th Level: Overwhelming Presence


A queen sluagh grows more powerful by devouring souls collected from underlings or drained directly through her proboscis. The muscular tongue inside is tipped with a cartilaginous, barbed quill that feeds the queen not only the soul, but the strengths of its owner. A queen conceals her nest deep in a secluded area, such as a forest or graveyard.


A soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead fey called sluagh can smell and track down its location with frightening ease. Unlike most fey, sluagh are undead, possessing strong connections to negative energy and mortal souls. Sluagh collect the souls of those close to death and bring them to feed their queen.

Most sluagh appear bald-headed, with rounded ears, sharp teeth, glossy black eyes, and scrawny bodies. Their rib cages show through their skin, which is translucent and soft as velvet.

Sluagh can become ghostly and incorporeal for brief periods. They use this power to stalk their prey to great effect. Sometimes the glimpse of a sluagh is mistaken for a ghost sighting.


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.

Fey

Creatures of the First World are called the fey.