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Markish Aghayarea

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Markish AghayareaCreature 15

Legacy Content

Unique NE Large Undead 
Source Pathfinder #191: The Destiny War pg. 37
Male marid devourer
Perception +14; darkvision, detect alignment, detect magic, wavesense (imprecise) 60 feet
Languages Abyssal, Aquan, Common, Necril, Shadowtongue
Skills Arcana +14, Athletics +13 (+17 to Swim), Deception +13, Intimidation +15, Occultism +14, Society +12, Stealth +14
Str +7, Dex +4, Con +5, Int +6, Wis +4, Cha +5
Items +2 greater striking shock thundering trident, 000 gp, jewelry worth 2, The Beating
AC 22; Fort +13, Ref +10, Will +12; +1 status to all saves vs. magic
HP 250 (negative healing); Immunities death effects, disease, paralyzed, poison, spell deflection, unconscious; Resistances fire 15
Spell Deflection (abjuration, divine) A spellcaster who targets a devourer with a mental spell, banishment, bind soul, divine decree, divine wrath, possession, spirit blast, or spirit song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature. Devourers are otherwise immune to these spells.Vortex (aura, water) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
Speed 30 feet, fly 30 feet, swim 40 feet
Melee [one-action] trident +15 [+10/+5] (magical, thrown 20 feet), Damage 3d8+15 piercing plus 1d6 electricity and 1d6 sonicMelee [one-action] claw +13 [+9/+5] (agile, reach 10 feet), Damage 3d8+15 slashing plus drain lifeArcane Innate Spells DC 21, attack +14; 8th hallucinatory terrain, hydraulic torrent, illusory creature (×2); 7th cone of cold (at will), control water (at will), plane shift (at will; to Astral Plane; Elemental Planes; or Material Plane only); 6th blur, hydraulic push (at will), illusory object, solid fog; Constant (8th) detect alignment (evil or good only), detect magic
Occult Innate Spells DC 21, see Soul Spells below; 8th maze; 7th warp mind; 6th feeblemind, true seeing; 4th confusion, suggestion; 3rd bind undead, paralyze; 2nd death knell; 1st harm
Rituals; 2nd create undead
Devour Soul [two-actions] (death, divine, necromancy) Markish touches a creature within reach, dealing 12d6 negative damage (DC 21 basic Fortitude save). If a creature is slain by this ability, the creature's soul becomes trapped within Markish. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a wish spell. Destroying Markish or successfully counteracting Devour Soul (see Spell Deflection) releases the soul. Markish can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by wish or similar magic.Drain Life (divine, necromancy) When Markish damages a living creature with his claw Strike, he gains 15 temporary Hit Points and the creature must succeed at a DC 21 Fortitude save or become drained 1. Further damage Markish deals increases the condition value by 1 on a failed save, to a maximum of drained 4.Grant Wish [three-actions] (arcane, divination) Frequency 3 times per year; Effect Markish casts wish as an arcane spell to grant a wish to a mortal or undead creature (excluding himself), but he does his best to warp the effects of the wish to cause suffering or interprets the wish's wording in a way to torment the one who asks for it.Rush of Shadows [two-actions] (arcane, necromancy, water) Markish releases a jet of shadowy water in a 60-foot line, dealing 9d6 bludgeoning damage and 6d6 negative damage (DC 21 basic Reflex save). A creature who critically fails its save is also pushed 10 feet (20 feet on a critical failure) and is enfeebled 1 (enfeebled 2 on a critical failure). Markish can't use Rush of Shadows for 1d4 rounds.Soul Spells To cast occult innate spells, Markish must expend a number of soul charges equal to the spell's level. He can heighten any occult spell to a maximum of 8th level by expending more charges as he Casts the Spell. Markish starts this combat with a trapped soul that has 16 soul charges.