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Shabti SlayerCreature 16


UncommonNMediumHumanoidShabti
Source Pathfinder #186: Ghost King's Rage
Perception +28 (darkvision)
Languages Common, Necril, Osiriani, Requian
Skills Acrobatics +28, Athletics +31, Lore +24, Religion +25, Stealth +28
Str +5, Dex +4, Con +4, Int +2, Wis +3, Cha +1

AC 39; Fort +30; Reflex +28; Will +25;
HP 255
Speed 25 feet
Immunities drained
Resistances Negative 15

Longsword One Action +32 (+27, +22) to hit (magical, versatile p) 3d8+13 Slashing
Light Hammer One Action +32 (+28, +24) to hit (agile, magical) 3d6+13 Bludgeoning
Light Hammer One Action +32 (+28, +24) to hit (agile, magical, thrown 20) 3d6+13 Bludgeoning
Crossbow One Action +31 (+26, +21) to hit (range increment 120, reload 1) 1d8+8 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Final Rest

A shabti slayer's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d10 positive damage to undead creatures.

Immortal

Shabtis 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.

Prayer-Blessed Blade One Action

Requirements The shabti slayer has successfully identified an undead with Recall Knowledge


Effect The shabti slayer prays to Pharasma to bless their weapon, enabling them to exploit the weaknesses of an undead they've identified with Recall Knowledge. If the identified undead has a resistance that can be bypassed by a special material or a weakness to a special material (such as cold iron, darkwood, or silver), weapons wielded by the shabti slayer count as that special material for 1 minute. If the creature has multiple materials that qualify, the shabti slayer chooses which material their weapon counts as for the duration.

Quick Draw One Action

The shabti slayer draws a weapon using the Interact action, then Strikes with that weapon.

Two-Weapon Flurry One Action

Frequency once per round

Requirements A shabti slayer is wielding two melee weapons, each in a different hand


Effect A slayer lashes out with both weapons. They Strike twice, once with each weapon.


Shabtis raised among the secret Pharasmin sect of the Carters Consortium are trained to destroy undead and the necromancers who create them.


Shabtis are facsimiles of the rich and powerful, patched together from shards of other souls and offered as a sacrifice to the Boneyard to suffer for the sins of their creator. Shabtis are unaware they aren't the person they emulate, and most spend an eternity enduring the punishments owed to another while the soul they emulate escapes judgement. Some shabtis discover their nature and often become adrift, drowning in the feelings and memories of their foul creator, with no true purpose and identities of their own.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.