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EumenidCreature 6


UncommonMediumMonitor
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Perception +18 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Chthonian, Empyrean
Skills Acrobatics +14, Athletics +14, Intimidation +13, Survival +15
Str +4, Dex +6, Con +2, Int +2, Wis +3, Cha +3

AC 24; Fort +12; Reflex +17; Will +13;
HP 80
Speed 30 feet (fly 30 feet)

Spiked Chain One Action +17 (+12, +7) to hit (disarm, finesse, magical, reach 15, trip) 1d8+4 Slashing
Bola One Action +16 (+11, +6) to hit (nonlethal, ranged trip, thrown 20) 1d6+4 Bludgeoning

Unerring Tracker

A eumenid can Track at its full speed and treats all results of Survival checks to Track as one degree of success better.

Trip Quarry Reaction

Trigger The eumenid's quarry uses a move action within reach of the eumenid's spiked chain


Effect The eumenid Trips the creature.

Designate Quarry One Action (concentrate, mental)

The eumenid designates a single creature as their quarry and focuses their attention on that creature. The eumenid must be able to see or hear the creature, or they must be tracking it. As long as the eumenid has the creature as their quarry, the eumenid gains telepathy with that creature with unlimited range, even between planes. Each day, the quarry can attempt a DC 24 will save; a success breaks the connection and makes the creature immune to that eumenid's Designate Quarry for 24 hours. The eumenid can only have one quarry at any given time.

Stretching Chain

In the hands of a eumenid, any spiked chain has a reach of 15 feet.

Taunt Quarry One Action (detection, divine, emotion, fear, mental)

Frequency once per day

Requirements The eumenid has Designated a Quarry


Effect Using their telepathy, the eumenid mentally harangues and threatens their quarry, who must attempt a DC 24 will save.


Critical Success The quarry is unaffected.

Success The quarry is Frightened 1. The eumenid learns on what plane the quarry is on.

Failure The quarry is Frightened 2. The eumenid learns the quarry's rough location, accurate to within 10 miles.

Critical Failure The quarry is Frightened 3 and Off-Guard for as long as it is frightened. The eumenid also learns the quarry's exact location.


Occult Innate Spells (DC 24, +16 to hit)

7th Level: Interplanar Teleport (Self Only; no Planar Key Required for Amneros and the Plane the Quarry is on)


While the keribos proved effective at protecting shades against those who traveled to Amneros to steal away souls, they weren't enough of a deterrent to prevent larger incursions. In response, Amnerion created eumenids for a new purpose: to track down and punish those who invaded and stole souls or memories from Amneros. Driven by a deep protectiveness of the shades, they react with fury against any who would do them harm. Able to follow their quarry across dimensional boundaries, eumenids track down their targets or speak words of vengeance no matter the distance.

Eumenids can be found in the skies of Amneros, constantly on the lookout for danger to the shades. They're occasionally tasked to capture a shade who has become a problem or wandered off. Most eumenids appear to be feathery-winged humans outfitted in leather armor.


Places in the afterlife are constantly under threat from those who seek the souls of the deceased for their own uses. Most realms in the Outer Sphere, however, have denizens who are tasked with guarding against such threat. Although psychopomps are best known for this task, even demons greedily protect the souls hoarded in the Outer Rifts. Other pockets of reality, such as Amneros, house great numbers of shades with fewer defenses aside from the ruler of the realm themself.

Guardian Creation

To protect the vulnerable shades of Amneros, Amnerion created specialized guardians adapted to the particular environment of their realm. These creatures, called stygian guardians, serve primarily as deterrent against unwelcome visitors, although they're sometimes tasked with capturing or redirecting wandering shades.

Other Stygian Guardians

While keribos and eumenids are the most frequently encountered stygian guardians, they're far from the only ones. Amnerion also created multi-armed giants called thalisons to carry out jobs requiring great strength and serve as protectors of their palace, although these giants spend most of their time melded into the cavern walls. Within Bothrios, horrid half-mantis, half-scorpion creatures called scynoxthis mete out punishments to the wicked.


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.

Monitor

Creatures 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.