Path Maiden
Creature 12 (rare) — incorporeal, spirit, undead, unholy
WeaverShadeLANDAERIALundead
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 represe
Source: season-of-ghosts-bestiary
Perception +22; darkvision
Languages common, empyrean, necril; Telepathy 100 feet
Skills deception +22, intimidation +24, occultism +22, Pharasma Lore +24, religion +22
Str
-5
Dex
+5
Con
+0
Int
+4
Wis
+4
Cha
+6
AC 31
Fort +18
Ref +22
Will +24
HP 160 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 5
Speed 25 feet
Offense
Melee Apostate's Shroud (agile, finesse, magical) +21, Damage 3d10+8 mental
Abilities
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. Vitality —
Imprisoning 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 (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 (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, attack +24
6th Phantasmal Calamity, Spirit Blast
5th Illusory Scene, Wave of Despair
4th Outcast's Curse, Translocate
Cantrips (6th) Figment, Know the Way, Light, Telekinetic Hand, Telekinetic Projectile
WORKS WELL WITH
CrasherLAND / AERIALA crasher capitalizes on confusion and curse debuffs to land devastating strikes on softened targets through tempo dominance.
AnvilLAND / AERIALAn anvil keeps cursed targets within the imprisoning grave aura, preventing soul escape on death through positioning control.
PUNISHES
✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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