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There is a Remastered version here.

PFS StandardNosoi

A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be.

Recall Knowledge - Monitor (Religion): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite NosoiCreature 2

Legacy Content

N Tiny Monitor Psychopomp 
Source Bestiary pg. 270
Perception +8; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +8, Boneyard Lore +10, Library Lore +10, Performance +8, Religion +8, Society +4, Stealth +8
Str -1, Dex +3, Con +1, Int +1, Wis +1, Cha +3
Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.
AC 18; Fort +6, Ref +10, Will +8
HP 28; Immunities death effects, disease; Resistances negative 3, poison 3
Speed 15 feet, fly 40 feet
Melee [one-action] beak +8 [+3/-2] (finesse, magical), Damage 1d4+2-1 piercing plus spirit touchDivine Innate Spells DC 18 (+4 dmg); 4th read omens, talking corpse; 2nd invisibility (at will; self only), sound burst
Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The nosoi takes the appearance of a raven or songbird. This doesn’t change its Speed or its attack and damage modifiers with its Strikes.Haunting Melody [one-action] (auditory, concentrate, divine, enchantment, incapacitation, mental) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 20 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.
Failure The creature is fascinated.
Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature is attacked, the fascination ends.
Spirit Touch A nosoi’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.

All Monsters in "Psychopomp"

NameLevel
Algea11
Catrina5
Eseneth17
Esobok3
Joseung Saja14
Morrigna15
Nosoi1
Shoki9
Vanth7
Vanth Warrior14
Yamaraj20

Psychopomp

Source Bestiary pg. 270
Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they’re likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.

Sidebar - Related Creatures Other Pyschopomps

Nosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead.

Sidebar - Locations Psychopomp Courts

Psychopomps rarely oppose celestials or fiends. In fact, they frequently host such creatures in the Boneyard, particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by yamarajes, while the thorniest or most politically delicate are handed by Pharasma herself.

Sidebar - Related Creatures Psychopomp Foes

Psychopomps' greatest enemies are creatures that devour or steal souls, such as astradaemons and night hags. Their other opponents include necromancers, proteans, and those who have unnaturally extended their lifespan, such as liches.

Sidebar - Related Creatures Psychopomp Traitors

Some psychopomps view their task of sorting souls as ultimately hollow and meaningless, since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a sahkil. Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls.

Sidebar - Additional Lore Psychopomps Divinities

The most powerful of the psychopomps are unique demigods known collectively as “ushers,” each of whom has its own cult. These psychopomp divinities include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors.