Algea
Creature 11 — monitor, psychopomp, swarm
Pre-Remaster content. May include legacy alignment.
SnareWeaverLANDAERIALmonitorpsychopompswarmdivinedeath
Algeas protect (and sometimes retrieve) souls at risk of being claimed by other entities, particularly spellcasters who dabbled with otherworldly forces but never officially pledged their souls.
Source: malevolence-bestiary (Pre-Remaster)
Perception +22; darkvision, lifesense 60 feet; see magic
Languages aklo, chthonian, diabolic, empyrean, requian
Skills acrobatics +22, Boneyard Lore +21, occultism +21, religion +20, stealth +22
Str
-1
Dex
+7
Con
+5
Int
+2
Wis
+5
Cha
+3
AC 30
Fort +18
Ref +24
Will +22
+1 status bonus to all saves vs. magic
HP 144
Immunities precision, death-effects, disease, swarm-mind
Resistances bludgeoning 10, void 10, piercing 10, poison 10, slashing 5
Weaknesses area-damage 5, splash-damage 5
Speed 15 feet, fly 40 feet
Abilities
Lifesense 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.
See Magic — An algea can see magic auras on creatures or objects that it can observe; it can't see magic auras on creatures or objects that are hidden from its view. It learns the schools of magic for all spells affecting creatures.
+1 Status to All Saves vs. Magic —
Grieving Aura (aura, divine, emotion, mental) — 30 feet. A creature that begins its turn in the aura must attempt a DC 27 Will save. Undead take a -2 circumstance penalty to this saving throw. The creature is then temporarily immune to the grieving aura for 1 hour.
Success The creature is unaffected.
Failure For 1 round, the creature can't use reactions and is Slowed 1 for that turn as it sobs uncontrollably.
Critical Failure As failure, but the effects lasts while the creature remains in the aura plus 1 minute.
Success The creature is unaffected.
Failure For 1 round, the creature can't use reactions and is Slowed 1 for that turn as it sobs uncontrollably.
Critical Failure As failure, but the effects lasts while the creature remains in the aura plus 1 minute.
Drain Magic (divine) — Whenever a creature fails its save against Frenzied Beaks, the algea attempts to counter a spell effect active on that creature (6th level, counteract check +22). The algea can choose which effect to attempt to counteract for each creature.
Frenzied Beaks — Each foe in the swarm's space takes 5d6 piercing damage (DC 30 Reflex) and is exposed to drain magic. This damage affects incorporeal creatures as if it had the effects of a ghost touch property rune.
Soul Cage (divine, incapacitation) — An incorporeal undead damaged by Frenzied Beaks must attempt a DC 30 Will save.
Critical Success The undead is unaffected and is temporarily immune for 24 hours.
Success The undead takes a –10-foot status penalty to Speeds for 1 round.
Failure As success, but the undead is also Immobilized for 1 round, although it can attempt to Escape (DC 30).
Critical Failure The undead is restrained for 1 round. The algea can attempt to plane shift with the Restrained creature even if that creature isn't willing, but an unwilling creature can attempt a Will save to resist Interplanar Teleport. If it succeeds, the algea plane shifts and leaves the incorporeal creature behind, which is then no longer restrained.
Critical Success The undead is unaffected and is temporarily immune for 24 hours.
Success The undead takes a –10-foot status penalty to Speeds for 1 round.
Failure As success, but the undead is also Immobilized for 1 round, although it can attempt to Escape (DC 30).
Critical Failure The undead is restrained for 1 round. The algea can attempt to plane shift with the Restrained creature even if that creature isn't willing, but an unwilling creature can attempt a Will save to resist Interplanar Teleport. If it succeeds, the algea plane shifts and leaves the incorporeal creature behind, which is then no longer restrained.
Divine Innate Spells DC 30, attack +22
7th Plane Shift (Self and soul caged creatures only, to the Boneyard only)
4th Confusion, Talking Corpse
2nd Invisibility
WORKS WELL WITH
CrasherLAND / AERIALA heavy melee attacker can capitalize on foes that failed their save against the aura and follow up while they're still shaken.
SniperLAND / AERIALA ranged attacker can pick off foes pushed to the aura's edge as they try to escape its persistent pressure.
FlankerLAND / AERIALA precision striker can exploit foes who spend actions fleeing the aura instead of defending themselves.
PUNISHES
✖ clumped positioning✖ buffed spellcasters✖ static positioning
Pairing with another wide-aura controller creates overlapping debuff zones that are hard to track and largely redundant.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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