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Path Maiden

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.

Recall Knowledge - Undead (Religion): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Path MaidenCreature 12

Legacy Content

Rare CE Medium Incorporeal Spirit Undead 
Source Pathfinder #199: To Bloom Below the Web pg. 86
Perception +10; darkvision
Languages Celestial, Common, Necril; telepathy 100 feet
Skills Deception +10, Intimidation +12, Occultism +10, Pharasma Lore +12, Religion +10
Str -5, Dex +5, Con +0, Int +4, Wis +4, Cha +6
AC 19; Fort +6, Ref +10, Will +12; +1 status to all saves vs. positive
HP 160 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances All damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Imprisoning Grave (aura, divine, necromancy) 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.
Speed limited flight 25 feet
Melee [one-action] apostate's shroud +9 [+5/+1] (agile, finesse, magical), Damage 3d10+8 mentalOccult Innate Spells DC 20, attack +12; 6th phantasmal calamity, spirit blast; 5th crushing despair, illusory scene; 4th dimension door, outcast's curse; Cantrips (6th) dancing lights, ghost sound, know direction, mage hand, telekinetic projectile
Ritual; 2nd create undead
Apostate's Shroud All path maidens have an apostate's shroud unarmed attack that deals mental damage. This attack, which manifests as a whipping lash from the path maiden's sleeves or hem, has the agile, finesse, and magical traits. A creature damaged by this attack must succeed at a Fortitude save against the path maiden's spell DC. On a failure, the creature becomes cursed for 1 hour; if the creature dies while cursed, it immediately rises from death as a ghost. If the creature is a lower level than the path maiden that cursed it, it treats that path maiden as an ally and loyally obeys her; otherwise, it manifests as a free-willed ghost. In either case, it becomes site bound to the site of their death.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.Scorn Fate [two-actions] (curse, divination, misfortune, occult) The path maiden targets a creature she can see. The creature must attempt a Will save against the path maiden's spell DC. 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 [two-actions] (emotion, enchantment, mental, occult) The path maiden targets a creature within 60 feet that she can see. The target must attempt a 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.

Creating a Path Maiden

It's best to create custom path maidens to fill an adventure's specific needs.

Path Maiden Abilities

A path maiden has the incorporeal, spirit, and undead traits and is evil. All path maidens gain the following abilities.
Darkvision
Telepathy 100 feet
Saving Throws +1 status to all saves vs. positive
Negative Healing
Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances All damage 5 (except force, ghost touch, or positive; double resistance to non-magical). This resistance increases to 10 at 9th level and 15 at 16th level.

Imprisoning Grave (aura, divine, necromancy) 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.

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.

Apostate's Shroud All path maidens have an apostate's shroud unarmed attack that deals mental damage. This attack, which manifests as a whipping lash from the path maiden's sleeves or hem, has the agile, finesse, and magical traits. A creature damaged by this attack must succeed at a Fortitude save against the path maiden's spell DC. On a failure, the creature becomes cursed for 1 hour; if the creature dies while cursed, it immediately rises from death as a ghost. If the creature is a lower level than the path maiden that cursed it, it treats that path maiden as an ally and loyally obeys her; otherwise, it manifests as a free-willed ghost. In either case, it becomes site bound to the site of their death.

Occult Innate Spells All path maidens have a limited selection of occult innate spells. A typical path maiden has six innate spells—two of a spell level equal to their actual level divided by 2 (rounded down), and then two more for the next two spell levels below that. In addition, all path maidens have the following cantrips (cast at a level equal to their highest-level innate spell): dancing lights, ghost sound, know direction, mage hand, and telekinetic projectile. The path maiden's spell DC and spell attack use high values.

Special Abilities

Select two of the following abilities, or potentially three if the path maiden is 16th level or higher. For DCs, use high DC value.

Blasphemous Aura (abjuration, aura, evil, occult) 30 feet. When a creature in the aura uses a spell or ability with the healing trait, it must succeed at a Will save against the path maiden's spell DC – 3. On a failure, the amount of Hit Points restored by the spell or ability is halved. On a critical failure, the positive energy becomes negative energy, harming a living target instead of healing it.

Corrupting Doubt (emotion, enchantment, mental, occult) A creature damaged by the path maiden's hand Strike must succeed at a Will save to avoid becoming slowed 1 for 1 round (slowed 2 on a critical failure).

Scorn Fate [two-actions] (curse, divination, misfortune, occult) The path maiden targets a creature she can see. The creature must attempt a Will save against the path maiden's spell DC. 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.

Sour Victory [two-actions] (curse, divination, misfortune, occult) Trigger A creature scores a critical hit against the path maiden; Effect The creature must attempt a Will save against the path maiden's spell DC. On a failure, its next roll to attack the path maiden must be rolled twice, and it takes the worse result. That creature is then temporarily immune to Sour Victory for 24 hours.

Vengeful Frenzy [two-actions] (emotion, enchantment, mental, occult) The path maiden targets a creature within 60 feet that she can see. The target must attempt a 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.

Sidebar - Treasure and Rewards Gossamer Sash

The jorogumo of Shenmen sometimes grant these white and violet sashes to those who ask them for aid in contacting path maidens for advice.

Sidebar - Additional Lore 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 represent turning one's back on Pharasma's role as a prophet and manipulator of destiny than of her roles over birth and death.