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Eseneth

Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls.

Recall Knowledge - Monitor (Religion): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

EsenethCreature 17

Legacy Content

Rare N Medium Monitor Psychopomp 
Source Pathfinder #186: Ghost King's Rage pg. 83
Perception +29; darkvision, lifesense 120 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +33, Athletics +33, Boneyard Lore +29, Medicine +31, Sewing Lore +35, Stealth +33
Str +8, Dex +8, Con +5, Int +6, Wis +4, Cha +2
AC 39; Fort +28, Ref +32, Will +27
HP 290; Immunities death effects, disease; Resistances negative 15, poison 15
Sudden Stitch [reaction] Trigger A creature within the eseneth's reach successfully Strikes the eseneth; Effect The eseneth attempts to Grapple the triggering creature.
Speed 25 feet, fly 40 feet
Melee [one-action] spirit needle +33 [+28/+23], Damage 3d10+14 piercing plus spirit touch and Improved GrabRanged [one-action] spirit needle +33 [+28/+23] (thrown 30 feet), Damage 3d10+14 piercing plus spirit touchDivine Innate Spells DC 38, attack +30; 8th spirit blast (×3); 4th dimension door (at will); 2nd invisibility (at will; self only); Constant (4th) freedom of movement
Mend Soul [one-action] (manipulate) Frequency once per round; Effect The eseneth restores 25 HP to itself or an incorporeal creature it has grabbed.Seize Soul [one-action] (attack, incapacitation) The eseneth tries to yank the soul out of the body of a creature they've grabbed or restrained. The eseneth attempts an Athletics check against the target's Fortitude DC.
Critical Success The eseneth grabs the target's soul. The body is released and is paralyzed for 2 rounds. When the body ceases being paralyzed, its soul returns instantly and the target wakes. The soul—grabbed by the eseneth—is incorporeal, is invisible, has a fly Speed equal to the creature's Speed, and otherwise has all the same statistics. It can't attack, cast spells, or attempt any skill checks that require a physical body other than checks to Escape, and it must always maintain line of effect to its body.
Success As critical success, but the paralysis ends after 1 round.
Failure The target remains grabbed or restrained, but its soul remains in its body.
Critical Failure The grab ends.
Shred Soul [one-action] Frequency once per round; Effect The eseneth deals 3d10+14 force damage to an incorporeal creature they've grabbed.Spirit Grasp An eseneth can Grapple incorporeal creatures despite being corporeal. The eseneth uses their Athletics check to Grapple incorporeal creatures as normal but can't use Athletics for other actions against incorporeal creatures, like Shove or Trip.Spirit Touch A eseneth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.

Sidebar - Additional Lore Soul Needles

An eseneth's spirit needles are composed of the psychopomp's essence. The needles form and dissipate at the eseneth's will and exist only as long as the eseneth does.

All Monsters in "Psychopomp"

NameLevel
Algea11
Catrina5
Eseneth17
Esobok3
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.