Markish Aghayarea
Creature 15 (unique) — undead, unholy
Pre-Remaster content. May include legacy alignment.
When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething mass
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +29
Skills arcana +29, athletics +28, deception +28, intimidation +30, occultism +29, society +27, stealth +29
Str
+7
Dex
+4
Con
+5
Int
+5
Wis
+4
Cha
+5
AC 37
Fort +28
Ref +25
Will +27
HP 250
Immunities bleed, death-effects, disease, paralyzed, poison, spell-deflection, unconscious
Resistances fire 15
Speed 30 feet, fly 30 feet, swim 40 feet
Offense
Melee Claw +28, Damage 3d8+15 slashing
Melee Trident +30, Damage 1d6 sonic plus 3d8+15 piercing plus 1d6 electricity
Ranged Trident +30, Damage 1d6 electricity plus 1d6 sonic plus 3d8+15 piercing
Abilities
Wavesense (Imprecise) 60 feet — Wavesense
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Spell Deflection (divine, mental) — A spellcaster who targets a devourer with a mental spell, Banishment, Seize Soul, Divine Decree, Divine Wrath, Possession, Spirit Blast, or Spirit Song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature.
Devourers are otherwise immune to these spells.
Void Healing — Negative Healing
Vortex (aura, water) — 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
Devour Soul (death, divine) — Markish touches a creature within reach, dealing 12d6 void damage (DC 36 Fortitude save). If a creature is slain by this ability, the creature's soul becomes trapped within Markish. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a Wish spell. Destroying Markish or successfully counteracting Devour Soul (see Spell Deflection) releases the soul. Markish can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is Drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by wish or similar magic.
Drain Life (divine) — When Markish damages a living creature with his claw Strike, he gains 15 temporary Hit Points and the creature must succeed at a DC 36 Fortitude save or become Drained 1. Further damage Markish deals increases the condition value by 1 on a failed save, to a maximum of drained 4.
Grant Wish (arcane) — Frequency 3 times per year
Effect Markish casts Wish as an arcane spell to grant a wish to a mortal or undead creature (excluding himself), but he does his best to warp the effects of the wish to cause suffering or interprets the wish's wording in a way to torment the one who asks for it.
Rush of Shadows (arcane, water) — Markish releases a jet of shadowy water in a 60-foot line, dealing 9d6 bludgeoning plus 6d6 void{9d6 bludgeoning damage and 6d6 void damage} (DC 36 Reflex save). A creature who critically fails its save is also pushed 10 feet (20 feet on a critical failure) and is Enfeebled 1 (Enfeebled 2 on a critical failure). Markish can't use Rush of Shadows for 1d4 rounds.
Soul Spells — To cast occult innate spells, Markish must expend a number of soul charges equal to the spell's rank. He can heighten any occult spell to a maximum of 8th level by expending more charges as he Casts the Spell. Markish starts this combat with a trapped soul that has 16 soul charges.
Spells
Maze (rank 8)
Plane Shift (At Will; To Astral Plane, Elemental Planes, or Material Plane Only) (rank 7)
Warp Mind (rank 7)
Feeblemind (rank 6)
True Seeing (rank 6)
Cone of Cold (At Will) (rank 5)
Control Water (At Will) (rank 5)
Confusion (rank 4)
Hallucinatory Terrain (rank 4)
Hydraulic Torrent (rank 4)
Solid Fog (rank 4)
Suggestion (rank 4)
Bind Undead (rank 3)
Paralyze (rank 3)
Blur (rank 2)
Create Undead (rank 2)
Death Knell (rank 2)
Illusory Creature (rank 2)
Detect Alignment (Constant) (rank 1)
Detect Magic (Constant) (rank 1)
Harm (rank 1)
Hydraulic Push (At Will) (rank 1)
Illusory Object (rank 1)
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