Eseneth
Creature 17 — monitor, psychopomp
SnareMenderLANDAERIALmonitorpsychopomp
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 pers
Source: pathfinder-monster-core-2
Perception +29; darkvision, lifesense 120 feet
Languages chthonian, diabolic, empyrean, requian
Skills acrobatics +33, athletics +33, Boneyard Lore +29, medicine +31, Sewing Lore +35, stealth +33
Str
+8
Dex
+8
Con
+5
Int
+6
Wis
+4
Cha
+2
AC 39
Fort +28
Ref +32
Will +27
HP 290
Immunities death-effects, disease
Resistances poison 15, void 15
Speed 25 feet, fly 40 feet (unfettered movement)
Offense
Melee Spirit Needle (magical) +33, Damage 3d10+14 piercing plus Improved Grab, Shepherds Touch
Ranged Spirit Needle (magical, thrown-30) +33, Damage 3d10+14 piercing plus Shepherds Touch
Abilities
Lifesense 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 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.
Mend Soul (manipulate) — Frequency once per round
Effect The eseneth restores 25 healing HP to itself or an incorporeal creature it has Grabbed.
Effect The eseneth restores 25 healing HP to itself or an incorporeal creature it has Grabbed.
Seize Soul (attack, incapacitation) — 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.
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 Touch — A 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.
Requirements The eseneth has an incorporeal creature Grabbed or Restrained
Effect The eseneth deals 3d10+14 force damage to the required creature.
Spirit Grasp — An 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 —
Divine Innate Spells DC 38, attack +30
6th Spirit Blast (×3)
4th Translocate (At Will), Unfettered Movement (Constant)
2nd Invisibility (At will, Self Only)
WORKS WELL WITH
AnvilLAND / AERIALA frontline body occupies corporeal threats while the eseneth locks down and slowly destroys an incorporeal target.
FlankerLANDA mobile striker punishes a party forced to split attention between its Grabbed ally and the eseneth's own attacks.
WeaverAERIALAnother caster's debuffs keep the rest of the party occupied while the eseneth grinds down its Grabbed victim.
PUNISHES
✖ incorporeal immunity assumptions✖ isolated targets✖ low mobility
Stacking multiple grapple-locks in the same encounter invites the party to focus fire the first one down before the second matters.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Eseneth in the encounter builder — free, no install.
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