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Eumenid

While the keribos proved effective at protecting shades against those who traveled to Amneros to steal away souls, they weren't enough of a deterrent to prevent larger incursions. In response, Amnerion created eumenids for a new purpose: to track down and punish those who invaded and stole souls or memories from Amneros. Driven by a deep protectiveness of the shades, they react with fury against any who would do them harm. Able to follow their quarry across dimensional boundaries, eumenids track down their targets or speak words of vengeance no matter the distance.

Eumenids can be found in the skies of Amneros, constantly on the lookout for danger to the shades. They're occasionally tasked to capture a shade who has become a problem or wandered off. Most eumenids appear to be feathery-winged humans outfitted in leather armor.

Recall Knowledge - Monitor (Religion): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

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 EumenidCreature 7

Uncommon Medium Monitor 
Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 86
Perception +20; darkvision, lifesense 60 feet
Languages Chthonian, Common, Empyrean
Skills Acrobatics +16, Athletics +16, Intimidation +15, Survival +17 (+20 to track)
Str +4, Dex +6, Con +2, Int +2, Wis +3, Cha +3
Unerring Tracker A eumenid can Track at its full speed and treats all results of Survival checks to Track as one degree of success better.
Items +1 spiked chain, bola
AC 26; Fort +14, Ref +19, Will +15
HP 100
Trip Quarry [reaction] Trigger The eumenid's quarry uses a move action within reach of the eumenid's spiked chain; Effect The eumenid Trips the creature.
Speed 30 feet, fly 30 feet
Melee [one-action] spiked chain +19 [+14/+9] (disarm, finesse, magical, reach 15 feet, trip), Damage 1d8+2+4 slashing plus 2d6 spiritRanged [one-action] bola +18 [+13/+8] (nonlethal, ranged trip, range 20 feet, thrown), Damage 1d6+2+4 bludgeoningOccult Innate Spells DC 26th interplanar teleport (self only; no planar key required for Amneros and the plane the quarry is on) (+4 dmg)
Designate Quarry [one-action] (concentrate, mental) The eumenid designates a single creature as their quarry and focuses their attention on that creature. The eumenid must be able to see or hear the creature, or they must be tracking it. As long as the eumenid has the creature as their quarry, the eumenid gains telepathy with that creature with unlimited range, even between planes. Each day, the quarry can attempt a DC 26 Will save; a success breaks the connection and makes the creature immune to that eumenid's Designate Quarry for 24 hours. The eumenid can only have one quarry at any given time.Stretching Chain In the hands of a eumenid, any spiked chain has a reach of 15 feet.Taunt Quarry [one-action] (detection, divine, emotion, fear, mental) Frequency once per day; Requirement The eumenid has Designated a Quarry; Effect Using their telepathy, the eumenid mentally harangues and threatens their quarry, who must attempt a DC 26 Will save.
Critical Success The quarry is unaffected.
Success The quarry is frightened 1. The eumenid learns on what plane the quarry is on.
Failure The quarry is frightened 2. The eumenid learns the quarry’s rough location, accurate to within 10 miles.
Critical Failure The quarry is frightened 3 and off-guard for as long as it is frightened. The eumenid also learns the quarry’s exact location

Sidebar - Additional Lore Guardian Creation

To protect the vulnerable shades of Amneros, Amnerion created specialized guardians adapted to the particular environment of their realm. These creatures, called stygian guardians, serve primarily as deterrent against unwelcome visitors, although they're sometimes tasked with capturing or redirecting wandering shades.

All Monsters in "Stygian Guardian"

NameLevel
Eumenid6
Keribos6

Stygian Guardian

Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 86
Places in the afterlife are constantly under threat from those who seek the souls of the deceased for their own uses. Most realms in the Outer Sphere, however, have denizens who are tasked with guarding against such threat. Although psychopomps are best known for this task, even demons greedily protect the souls hoarded in the Outer Rifts. Other pockets of reality, such as Amneros, house great numbers of shades with fewer defenses aside from the ruler of the realm themself.

Sidebar - Additional Lore Other Stygian Guardians

While keribos and eumenids are the most frequently encountered stygian guardians, they’re far from the only ones. Amnerion also created multi-armed giants called thalisons to carry out jobs requiring great strength and serve as protectors of their palace, although these giants spend most of their time melded into the cavern walls. Within Bothrios, horrid half-mantis, half-scorpion creatures called scynoxthis mete out punishments to the wicked.