🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Sluagh ReaperCreature 10


UncommonNEMediumFeyUndead
Source Pathfinder Book of the Dead
Perception +21 (greater darkvision, soulscent (imprecise) 100 feet)
Languages Common, Necril, Sylvan
Skills Acrobatics +21, Intimidation +16, Stealth +23, Survival +21
Str +3, Dex +7, Con +3, Int +3, Wis +5, Cha +0

AC 29; Fort +17; Reflex +21; Will +19;
HP 175 (negative healing)
Speed 25 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Coldiron 10

Claw One Action +23 (+19, +15) to hit (agile, magical) 3d6+9 Slashing

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.

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)

30 feet Aura DC 26 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) 100 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.

Ghostly Swoop One Action

The sluagh reaper 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 sluagh reaper can't use it again for 1d4 rounds.

Sneak Attack

The sluagh reaper deals an additional 3d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Steal Soul Two Actions (necromancy, occult)

The sluagh reaper touches a dying creature or a creature that died within the past 1 hour. If the target is a dying creature, it must attempt a DC 28 fortitude save-on a failure, its dying value increases by 1 (2 on a critical failure). If the target is dead, it receives no save and the sluagh imprisons its soul in a small, grimy sack that keeps stolen souls fresh.

The sack is magically locked. Any sluagh can open it without difficulty, but any others must Pick the Lock (DC 35 thievery) or use Dispel Magic (5th level; counteract DC 32). A creature can Interact to empty an unlocked sack, which frees the souls but doesn't return them to life. While a soul is imprisoned, it can't be brought back to life by any means short of a Wish or Miracle. The sack can hold 12 souls at a time. Sluagh reapers typically attempt to return the souls to a queen so she can devour them.


Primal Innate Spells (DC 26, +16 to hit)


Most sluagh are reapers: powerful killers subservient to their queen. After they collect souls on a hunt, they dutifully return their plunder to the queen. Though quite clever, they're inscrutable, lacking the whimsy and sociability that characterize many living fey. They do show merriment on occasion though, giggling as their claws draw closer to their quarry's throat.


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

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.

Fey

Creatures of the First World are called the fey.