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Path MaidenCreature 12


Rare​Medium​Chaotic​Evil​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Season of Ghosts Hardcover Compilation
Perception +22 (darkvision)
Languages Common, Empyrean, Necril, Telepathy 100 Feet
Skills Lore +24, Deception +22, Intimidation +24, Occultism +22, Religion +22
Str -5, Dex +5, Con +0, Int +4, Wis +4, Cha +6

AC 31; Fort +18; Reflex +22; Will +24;
HP 160 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 5

Apostate's Shroud One Action +21 (+17, +13) to hit (agile, finesse, magical) 3d10+8 Mental

Telepathy 100 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Limited Flight

A path maiden has a fly Speed equal to her Speed but can't fly higher than 10 feet above the ground, and if she ends her turn above a nonsolid surface, she vanishes and rematerializes on the last space she occupied over solid ground and becomes Stunned 1.

+1 Status to All Saves vs. VitalityImprisoning Grave (aura, divine)

30 feet. The soul of a creature that dies within the path maiden's aura is trapped within its corpse until its body spends 1 minute outside the aura. While trapped, the soul can't move on to the afterlife but can still be brought back to life or transformed into an undead creature.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Scorn Fate Two Actions (curse, misfortune, occult)

The path maiden targets a creature she can see. The creature must attempt a DC 32 will save. On a failure, the creature's next roll is cursed. If the result of the roll is a critical success, it becomes a regular success. A success becomes a failure, and a failure becomes a critical failure. That creature is then temporarily immune to Scorn Fate for 24 hours.

Vengeful Frenzy Two Actions (emotion, mental, occult)

The path maiden targets a creature within 60 feet that she can see. The target must attempt a DC 32 will save against the path maiden's spell DC. On a failure, the target is Confused until the end of its next turn, but it can't attack path maidens or itself as the result of this confusion.


Occult Innate Spells (DC 32, +24 to hit)

Cantrips (6th Level): Figment, Know the Way, Light, Telekinetic Hand, Telekinetic Projectile
4th Level: Outcast's Curse, Translocate
5th Level: Illusory Scene, Wave of Despair
6th Level: Phantasmal Calamity, Spirit Blast


Rituals

Create Undead


Worshippers in Shenmen who devote their every breath to Pharasma only to defy the goddess with their last sometimes transform, upon death, into path maidens. The garments all path maidens wear are the last vestiges of their former faith, a permanent reminder of their disgrace.

Path Nomads

Path maidens almost always manifest in feminine forms. Those who manifest in masculine forms are instead known as path nomads. These undead have the same abilities but tend to travel more widely; they represent turning one's back on Pharasma's role as a prophet and manipulator of destiny than of her roles over birth and death.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.