EsenethCreature 17
Source Pathfinder Monster Core 2
Perception +29 (darkvision, lifesense (precise) 120 feet)
Languages Chthonian, Diabolic, Empyrean, Requian
Skills Lore +29, Lore +35, Acrobatics +33, Athletics +33, Medicine +31, Stealth +33
Str +8, Dex +8, Con +5, Int +6, Wis +4, Cha +2
AC 39; Fort +28; Reflex +32; Will +27;
HP 290
Speed 25 feet (fly 40 feet)
Immunities death effects, disease
Resistances Poison 15, Void 15
Spirit Needle
+33 (+28, +23) to hit (magical) 3d10+14 PiercingSpirit Needle
+33 (+28, +23) to hit (magical, thrown 30) 3d10+14 PiercingLifesense 120 feet
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Mend Soul
(manipulate)Frequency once per round
Effect The eseneth restores 25 healing HP to itself or an incorporeal creature it has Grabbed.
Seize Soul
(attack, incapacitation)Requirements The eseneth has a corporeal creature Grabbed or Restrained
Effect The eseneth tries to yank the soul out of the required creature. The eseneth attempts an Athletics check against the target's Fortitude DC.
Critical Success The eseneth grabs the target's soul. The body is released and is Paralyzed for 2 rounds. When the body ceases being paralyzed, its soul returns instantly, and the target wakes. The soul—grabbed by the eseneth—is incorporeal, is Invisible, has a fly Speed equal to the creature's Speed, and otherwise has all the same statistics. It can't attack, cast spells, or attempt any skill checks that require a physical body other than checks to Escape (DC 38), and it must always maintain line of effect to its body.
Success As critical success, but the paralysis ends after 1 round.
Failure The target remains grabbed or restrained, but its soul remains in its body.
Critical Failure The target is no longer grabbed or restrained.
Shepherd's TouchA eseneth's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead.
Shred Soul
Frequency once per round
Requirements The eseneth has an incorporeal creature Grabbed or Restrained
Effect The eseneth deals (3d10+14) force damage to the required creature.
Spirit GraspAn eseneth can Grapple incorporeal creatures despite being corporeal. The eseneth uses Athletics to Grapple incorporeal creatures as normal but can't use Athletics for other actions against incorporeal creatures, like Shove or Trip.
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Divine Innate Spells (DC 38, +30 to hit)
2nd Level: Invisibility (At will, Self Only)
4th Level: Translocate (At Will), Unfettered Movement (Constant)
6th Level: Spirit Blast
Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls. They operate with professional efficiency, manifesting large stitching needles composed of spirit energy to do their necessary work. An eseneth appears as a slim, hairless, gray-skinned humanoid with no facial features. Patches of dark, raised flesh dot their upper chest and shoulders.
Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.
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.
MonitorCreatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
PsychopompA family of monitors spawned within the Boneyard to convey souls to the Outer Planes. They typically have darkvision, lifesense, and shepherd's touch, and they are immune to death effects.