Shabti RedeemerCreature 4
Source Pathfinder Bestiary 3
Perception +8 (darkvision)
Languages Celestial, Common
Skills Arcana +8, Athletics +12, Diplomacy +10, Medicine +12, Religion +10
Str +4, Dex +1, Con +3, Int +0, Wis +0, Cha +3
AC 24; Fort +14; Reflex +8; Will +11;
HP 75
Speed 25 feet
Immunities drained
Disrupting Staff +14 (+9, +4) to hit (two hand d8) 1d4+7 Bludgeoning
Dagger +14 (+10, +6) to hit (agile, finesse, versatile s) 1d4+7 Piercing
Dagger +11 (+7, +3) to hit (agile, thrown 10, versatile s) 1d4+7 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.
Blade AllyThe shabti's staff gains the benefits of the Disrupting rune while they wield it.
Aura of Courage15 feet Aura
When the shabti becomes Frightened, reduce the frightened value they would gain by 1. At the end of their turn, they reduce the frightened value of all allies in the aura by 1.
Glimpse of RedemptionTrigger An enemy damages the shabti's ally, and both the enemy and ally are within 15 feet of the shabti
Effect The shabti's foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance 6 to the triggering damage. After the damaging effect is applied, the enemy becomes Enfeebled 2 until the end of its next turn.
Shabti don't age naturally and can't die of old age. Spells and effects that cause aging still affect a shabti as normal. They also can't be turned into undead.
Divine Innate Spells (DC 19, +11 to hit)
1st Level: Charm
1st Level: Lay on Hands
Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins upon death. Those rulers and nobles afraid of Pharasma's judgment use the shabti to receive cosmic punishment in their stead. Unaware that they're copies of another soul, shabti endure this fate for some time before being discovered by Pharasma's psychopomps, who reveal the truth to the shabti and strive to met out the avoided punishment to the shabti's creator, using whatever information available. In this case, the shabti is liberated and left to wander Golarion on their own.
Freed but without purpose, many shabti try to recreate the lives that they think they were supposed to lead, replaying out the themes and situations from false memories that fill their heads. Others find themselves tormented for ages by the fact they were solely created to endure punishment for sins committed by another. Some shabti revel in the freedom of their new endless existence, traveling the world in search of sensation and meaning.
A rare few shabti find purpose in aiding Pharasma. They seek to do justice in the god's name and preserve the natural order. Some follow this path as repayment for being freed, while others want to ensure that others don't suffer in their creators' stead.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.