Asp of GriefCreature 10
Source Pathfinder Rage of Elements
Perception +21 (low light vision, magnetic vision)
Languages Common, Empyrean, Talican
Skills Lore +19, Acrobatics +21, Arcana +21, Nature +19, Survival +21
Str +4, Dex +7, Con +3, Int +7, Wis +5, Cha +3
AC 31; Fort +15; Reflex +21; Will +21; +1 status vs. emotion
HP 150
Speed 20 feet (fly 50 feet)
Resistances Physical 10
Jaws
+21 (+17, +13) to hit (agile, finesse, unarmed) 2d12+10 PiercingMagnetic Vision
An asp of grief can see magnetic fields, allowing it to detect large sources of magnetic metal (Bulk 1 or greater) as a precise sense.
+1 Status to All Saves vs. EmotionCurtain of Calm (arcane, aura, emotion, mental)20 feet. The asp of grief consumes the emotions of the creatures around it. An enemy that begins its turn in the aura must attempt a DC 29 will save. If it fails, the asp consumes its grief. The creature feels a lack of feelings and motivation, reducing its frightened value by 1 and becoming Stupefied 1 (or Stupefied 2 on a critical failure) for 1d4 rounds. Regardless of the result of the saving throw, the creature is temporarily immune to curtain of calm for 1 minute. The asp becomes charged with grief (see iron grief) for 1 minute whenever a creature fails this saving throw.
Iron GriefIf the asp casts Magnetic Acceleration while charged with grief, it can either heighten the spell to 5th rank or target up to three creatures instead of one, rolling separately against each. After casting the spell, the asp is no longer charged with grief.
Magnetic TravelerAn asp can ride magnetic fields to travel long distances. In a location with strong magnetic fields (including the Plane of Metal and Golarion), its travel Speed is doubled if it's flying.
Arcane Innate Spells (DC 29, +0 to hit)
Cantrips (5th Level): Detect Magic, Read Aura
2nd Level: Magnetic Attraction, Magnetic Repulsion
3rd Level: Magnetic Acceleration (At Will; See Iron Grief)
On the Plane of Metal, a soft whisper and gentle jingle often accompany the tempestuous winds, while what appear to be gold ribbons twist and writhe through the air. In actuality, these are asps of grief—intelligent, snakelike creatures drawn to strong emotions. The iron irises of their eyes allow them to see the ever-shifting magnetic fields of the Plane of Metal, which the asps can use to sail across the skies.
Asps of grief prey on sorrow and heartache, and times of loss, mourning, and bereavement attract them. Wearing delicate iron bells to announce their arrivals at funerals, battlefields, and the traditional columbaria built for the plane's dead, asps of grief shake their heads, making their bells chime and alerting mourners to their presence. "Will you share your sorrow with me?" they ask, their gentle voices low and sibilant.
If the bereaved agrees, the asps' tongues flick out, tasting the anguish of the living, sipping on sadness and fear, and providing a temporary reprieve from suffering. Though the asps are associated with death, most denizens of the Plane of Metal see them as good omens.
Intensely curious creatures, asps of grief crave information about magic and the multiverse. They might attach themselves to adventuring parties or ask wanderers they meet for any obscure arcane knowledge they may have come across on their journeys. In exchange, the asps of grief offer to help these travelers work through any anguish or trauma they may be carrying—or at least ease their emotional pain for a time.
Calling The Asps
In the Plane of Metal, funeral rites often include placing the deceased upon tall towers surrounded by dishes of water. Chunks of sodium, a silvery-white alkali metal, dance across the surface of the water and catch fire, sending plumes of hydrogen gas into the air. As the asps of grief skate upon the magnetic fields, they can sense this announcement of death and sorrow and follow the trail back to the mourners.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
MetalEffects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.