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Joseung SajaCreature 14


Medium​Monitor​Psychopomp​
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +28 (darkvision, lifesense (imprecise) 60 feet)
Languages Chthonian, Diabolic, Empyrean, Requian, Truespeech
Skills Lore +26, Athletics +25, Diplomacy +28, Religion +28, Society +24, Stealth +24
Str +5, Dex +4, Con +5, Int +4, Wis +8, Cha +8

AC 35; Fort +25; Reflex +25; Will +28;
HP 250
Speed 25 feet
Immunities death effects, disease

Longsword One Action +29 (+24, +19) to hit (magical, versatile p) 2d8+8 Slashing

Darkvision

A monster with 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-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Lifesense (Imprecise) 60 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A 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.

Reap Memory Two Actions (incapacitation, mental)

The joseung saja looks into the eyes of a creature within 30 feet and removes inconvenient or painful memories that are preventing it from moving on to death. The target is aware that the joseung saja attempted to alter its memory and can attempt a Will save to resist. Willing targets receive the effects of a critical failure.


Critical Success The target is unaffected.

Success The target takes 2d10 mental damage and is Stupefied 2 for 1 round.

Failure The target takes 4d10 mental damage and is stupefied 2 for 1 week.

Critical Failure The target loses all painful emotions and memories, leaving an indistinct haze. If the target is an ijhyeojin, then all of their memories are reaped and they become a joseung saja.

Reap Souls Reaction (death)

Trigger The joseung saja brings a target to 0 Hit Points or successfully Strikes a target with the dying condition


Effect The target must succeed at a DC 34 will save or immediately die. A reaped creature can't be return to life or become undead except by a 9th-rank or higher ritual.

Shifting Form One Action (concentrate)

The joseung saja is incorporeal until the end of their next turn. While they're incorporeal, they have resistance 10 to all damage (except force, void, and ghost touch weapons).

Spirit Touch

A joseung saja's Strikes all have the effects of a ghost touch property rune and deal an extra 3d6 void damage to living creatures and 3d6 vitality damage to undead.


Divine Innate Spells (DC 34, +26 to hit)

2nd Level: Invisibility (At Will, Self Only)
4th Level: Talking Corpse, Translocate
5th Level: Truespeech (Constant)


Joseung saja (jo-seung sah-jah) is a name sometimes bestowed on creatures in the afterlife who have committed grave sins in their lifetimes. Known also as reapers, these pale and sunken-eyed creatures are psychopomps—beings who guide the souls of the dead to the Boneyard. No one knows the specific criteria for one to become joseung sajas, but those who are selected have their memories erased and must work as joseung sajas until they've been deemed to have fully atoned for their sins.

Joseung sajas from different eras wander the world, and when a creature nears death, one will appear and await the target's demise as their afterlife guide. When needed, they even alter their target's memories to remove painful emotions that might chain them to the mortal world, easing them into a peaceful death. This duty prevents those who die tragic or violent deaths from becoming bound to the world as ghosts—a mercy, though one often unappreciated by the wards of joseung sajas. If a creature targeted by a joseung saja becomes undead or otherwise cheats death, the reaper must fulfill their duty of granting the creature a true death.

Because joseung sajas linger among mortals in order to perform their duties, they're one of the most commonly seen psychopomps.


Traits

Common

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.

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.

Psychopomp

A 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.