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There is a Legacy version here.

PFS StandardMorrigna

Bounty hunters and investigators, morrignas seek out creatures who thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin.

Recall Knowledge - Monitor (Religion): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

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 MorrignaCreature 16

Medium Monitor Psychopomp 
Source Monster Core pg. 276
Perception +30; darkvision, lifesense 60 feet
Languages Chthonian, Diabolic, Empyrean, Necril, Requian; speak with animals, truespeech
Skills Athletics +29, Boneyard Lore +30, Diplomacy +29, Intimidation +31, Religion +31, Society +26, Stealth +29
Str +8, Dex +4, Con +4, Int +3, Wis +6, Cha +4
Items +2 striking bo staff
AC 40; Fort +27, Ref +29, Will +31; +1 status to all saves vs. magic
HP 260, regeneration 20 (deactivated by acid or fire); Immunities death effects, disease; Resistances poison 15, void 15
Wrappings Lash [reaction] Trigger A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check; Effect The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted.
Speed 30 feet, climb 30 feet
Melee [one-action] bo staff +33 [+28/+23] (magical, parry, reach 10 feet, trip), Damage 2d8+2+14 bludgeoning plus 4d6 shepherd's touchMelee [one-action] web wrappings +31 [+26/+21] (magical, reach 10 feet), Damage 3d12+2+14 bludgeoning plus Grab and 4d6 shepherd's touchDivine Spontaneous Spells DC 37, attack +32 (+4 dmg); 6th field of life, heal, spirit blast (4 slots); 5th dispel magic, scouting eye, sending (4 slots); 4th dispelling globe, read omens, unfettered movement (4 slots); 3rd blindness, crisis of faith, dream message (4 slots); 2nd calm, see the unseen, silence (4 slots); 1st bane, bless, enfeeble (4 slots); Cantrips (8th) detect magic, read aura, stabilize, vitality lash, void warp
Divine Innate Spells DC 39 (+4 dmg); 4th talking corpse; Constant (5th) speak with animals, truespeech
Rituals DC 39 (+4 dmg); 5th call spirit
Change Shape [one-action] (concentrate, divine, polymorph) A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes.Shepherd's Touch A morrigna's Strikes have the benefit of a ghost touch property rune and deal an additional 4d6 void damage to living creatures or 4d6 vitality damage to undead.Spider Minions [three-actions] (divine, summon) The morrigna summons a giant tarantula (page 321) or spider swarm. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time.

All Monsters in "Psychopomp"

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

Psychopomp

Source Monster Core pg. 274
Psychopomps are guardians and shepherds of the dead in 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.

Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.

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 - Additional Lore Psychopomp Divinities

The most powerful of the psychopomps are demigods known as “ushers”. These 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

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.