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ShulsagaCreature 3


UncommonNMediumAstral
Source Pathfinder Bestiary 3
Perception +10 (low-light vision, rift sense)
Languages Common, Telepathy 60 Feet
Skills Acrobatics +11, Occultism +8, Stealth +9, Survival +8
Str +2, Dex +4, Con +0, Int +1, Wis +3, Cha +1

AC 19 21 with shield raised; Fort +7; Reflex +11; Will +10;
HP 35
Speed 25 feet (fly 30 feet)

Halberd One Action +9 (+4, -1) to hit (reach 10, versatile s) 1d10+4 Piercing
Composite Longbow One Action +11 (+6, +1) to hit (deadly d10, propulsive, range increment 100, volley 30) 1d8+3 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Telepathy 60 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Rift Sense

A shulsaga can sense any planar rift within 1 mile, including natural portals, ongoing planar spells like Gate, and other tears in reality.

By concentrating for 1 minute, a shulsaga can increase this sense's range to 25 miles.

At-Will Spells

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

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Astral Recoil One Action (occult)

Frequency once per minute

Trigger The shulsaga's last action was a successful melee Strike against an astral form created by the Astral Projection ritual or a similar effect


Effect The shulsaga attempts to counteract the effect projecting the creature onto the Astral Plane, with the effects of a 5th-level Dispel Magic spell (counteract modifier +18).

Astral Shock

An astrally projected creature whose astral form is slain by a shulsaga takes a -2 circumstance penalty to the subsequent Fortitude saving throw to resist the strain.

Disk Rider

A shulsaga can ride atop any Floating Disk they create. While mounted on a floating disk, a shulsaga gains a +10-foot enhancement bonus to their fly Speed, and the shulsaga can use their feet to wield the disk as a heavy shield (Hardness 5, HP20, BT10).

A broken disk grants no bonus to Speed, and the spell ends if the disk is destroyed.

Hop On Free Action

Frequency once per round

Requirements The shulsaga is adjacent to a Floating Disk they created


Effect The shulsaga Steps into the disk's space and rides atop the disk. They can also use this action to dismount from their disk.


Occult Innate Spells (DC 18, +10 to hit)

Cantrips (2nd Level): Dancing Lights, Detect Magic, Telekinetic Projectile
1st Level: Floating Disk (At Will)


Shepherds of the Silver Sea, shulsagas patrol the Astral Plane to protect the nascent demiplanes that form there, warding off those who would usurp the demiplanes or despoil them with unwelcome philosophies. This guardianship extends to the Astral Plane as a whole, as shulsagas not only exile trespassers, but also seek out and close planar rifts. Especially egregious breaches rile these ennosites to the point of invasion, and shulsaga raiding parties often extend their attacks well beyond a portal to ensure the threat's utter destruction.

Though often stern and standoffish, shulsagas occasionally befriend and recruit strangers to help them repair planar wounds and track down foes of the natural order.

Among ennosites, shulsagas are the most inclined to adopt and nurture iotons, forming small family units. Communities work together to instill enough culture and identity for these iotons to take on permanent forms-those of adolescent shulsagas. Each shulsaga's gender reflects of their evolving identity, influenced in part by the blend of traits their communities imparted and their own thoughts.


The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.

An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.


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.