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Soul EaterCreature 7


UncommonNEMediumFiend
Source Pathfinder Bestiary 2
Perception +15 (greater darkvision)
Languages Daemonic
Skills Lore +12, Acrobatics +17, Intimidation +15, Stealth +17
Str +0, Dex +6, Con +4, Int -1, Wis +4, Cha +4

AC 26; Fort +13; Reflex +19; Will +15;
HP 80
Speed 25 feet (fly 60 feet)
Immunities critical hits, disease, paralyzed, poison, precision, sleep
Weaknesses Good 10
Resistances Physical 10

Claw One Action +19 (+15, +11) to hit (agile, finesse) 2d6+3 Slashing + 2d6 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.

Caster Link (detection, divine, divination)

A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater's target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them.

Find Target (detection, divine, divination)

When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-level Locate spell that isn't blocked by lead or running water. The conjurer must have seen the target and must speak the target's name while conjuring the soul eater in order to grant this ability.

Drain Soul Three Actions (death, divine, manipulate, necromancy)

Requirements The soul eater is adjacent to a Dying creature


Effect The soul eater attempts to devour the dying creature's soul. The creature must attempt a DC 25 will save. A creature that dies as a result of Drain Soul can't be restored to life except by a spell or ritual of 8th level or higher. If the soul eater that used Drain Soul on a creature is slain within 100 feet of that creature's corpse and the creature has been dead no longer than 1 minute, the creature's soul returns to its body and is restored to life, leaving the creature Unconscious and dying 1 but no longer Doomed.


Critical Success The creature is unaffected.

Success The creature becomes Doomed 1, or increases its doomed value by 1 if it was already doomed.

Failure As success, but Doomed 2.

Critical Failure As success, but Doomed 3.

Mind-Numbing Touch (curse, divine, necromancy)

When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 fortitude save or become Stupefied 1 (Stupefied 2 on a critical failure).

Further damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest. As long as the creature is stupefied by a soul eater, rest does not decrease any Doomed value that creature might have.


Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of Abaddon.


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.