EngerraCreature 9
Source Pathfinder Claws of the Tyrant
Perception +20 (darkvision)
Languages Common, Diabolic, Empyrean, Truespeech
Skills Arcana +16, Diplomacy +16, Performance +18, Religion +17, Society +20
Str +3, Dex +4, Con +3, Int +6, Wis +4, Cha +5
AC 27; Fort +16; Reflex +18; Will +20;
HP 152
Speed 25 feet (fly 30 feet)
Weaknesses Unholy 10
Swarming Bite
+19 (+15, +11) to hit (agile, finesse) 3d6+10 PiercingFirefly's Remembrance
Engerras embody the ethos of honoring the dead. When the engerra Recalls Knowledge about a creature whose final words it has heard spoken aloud, it uses the outcome one degree of success better than the result of its roll.
+1 Status Bonus to All Saves vs. MagicDisperse
(move)The engerra Strides or Flies. This movement doesn't trigger reactions. During the movement, the engerra can move through occupied spaces and tiny cracks, and it ignores difficult terrain and greater difficult terrain. It then coalesces back into its normal form.
Dying Breath
(divine, emotion, fear, mental)The engerra draws the air from around breathing creatures in a 40-foot emanation, giving them the feeling of drawing their last breath. Enemies in the area must attempt a DC 26 will save. If at least one creature fails the save, the engerra can gift the stolen breath to a willing creature within 40 feet, granting that creature [/gmr 2d6 #Temp HP] temporary Hit Points that last for 1 minute.
Success The creature is unaffected.
Failure The creature takes (2d6+7) mental damage and is Frightened 1.
Critical Failure The creature takes (3d6+10) mental damage, is Frightened 2, and becomes Fatigued for 1 minute.
Final Words of Doom
(auditory, divine, emotion, linguistic, mental)The engerra whispers words of doom to an enemy within 40 feet. The creature must attempt a DC 26 will save.
Critical Success As success, and the creature is temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature takes (3d8+13) mental damage and is Doomed 1 for 1 minute.
Critical Failure The creature takes (4d8+18) mental damage and is Doomed 2 for 1 minute.
Final Words of Wisdom (auditory, divine, emotion, linguistic, mental)The engerra finds words to bolster a creature's spirits. The engerra spends 10 minutes speaking with a willing creature. If that creature has the Fatigued condition, it's no longer fatigued. The creature can't benefit from any engerra's Final Words of Wisdom again for 1 year.
Divine Innate Spells (DC 26, +18 to hit)
Cantrips (5th Level): Light, Stabilize
1st Level: Enfeeble, Infuse Vitality
3rd Level: Crisis of Faith, Holy Light
5th Level: Invoke Spirits, Truespeech (Constant)
Born of those who sacrificed their lives for something greater than themselves, engerras resemble swarms of glowing fireflies and are sometimes mistaken for will-o'-wisps or simple tricks of the light. They are most often encountered in the tombs of legendary heroes but might linger anywhere such a hero has drawn their final breath.
Engerras believe that tales of worthy sacrifice hold great power. They gather the memories of those who died in service of a noble cause and then share those memories with mortals who might be inspired or cheered by them. An engerra's trademark glow is a sign of both sorrow and hope, for it simultaneously associates the death of a great hero with the determination to honor that hero's legacy.
Traits
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.
AgathionThis family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.