Markish Aghayarea
Creature 15 (unique) — undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherSniperLANDAERIALAQUATICundead
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; darkvision, wavesense (imprecise) 60 feet; detect alignment, detect magic
Languages chthonian, common, necril, shadowtongue, thalassic
Skills arcana +29, athletics +28 (+32 to Swim), deception +28, intimidation +30, occultism +29, society +27, stealth +29
Str
+7
Dex
+4
Con
+5
Int
+5
Wis
+4
Cha
+5
Items Trident, The Beating, Jewelry
AC 37
Fort +28
Ref +25
Will +27
+1 status to all saves vs. magic
HP 250 ((void healing))
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 (agile, reach-10, unarmed) +28, Damage 3d8+15 slashing plus Drain Life
Melee Trident (magical) +30, Damage 1d6 sonic plus 3d8+15 piercing plus 1d6 electricity
Ranged Trident (magical, thrown-20) +30, Damage 1d6 electricity plus 1d6 sonic plus 3d8+15 piercing
Abilities
Wavesense (Imprecise) 60 feet — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
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.
+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.
Devourers are otherwise immune to these spells.
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.
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.
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.
Arcane Innate Spells DC 36, attack +29
7th Plane Shift (At Will; To Astral Plane, Elemental Planes, or Material Plane Only)
5th Cone of Cold (At Will), Control Water (At Will)
4th Hallucinatory Terrain, Hydraulic Torrent, Solid Fog
2nd Blur, Illusory Creature (×2)
1st Detect Alignment (Constant), Hydraulic Push (At Will), Illusory Object
Cantrips (7th) Detect Magic (Constant)
Occult Innate Spells DC 36, attack +29
8th Maze
7th Warp Mind
6th Feeblemind, True Seeing
4th Confusion, Suggestion
3rd Bind Undead, Paralyze
2nd Death Knell
1st Harm
WORKS WELL WITH
AnvilLAND / AERIAL / AQUATICAn Anvil locks enemies in place within the Crasher's line-area and spell range.
WeaverLAND / AERIAL / AQUATICA Weaver gathers scattered enemies for optimal area-attack placement.
FlankerLAND / AERIAL / AQUATICA Flanker exploits enemies disoriented by area attacks to reach advantageous positioning.
PUNISHES
✖ clumping✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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