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Algeas protect (and sometimes retrieve) souls at risk of being claimed by other entities, particularly spellcasters who dabbled with otherworldly forces but never officially pledged their souls.

Recall Knowledge - Monitor (Religion): DC 28

Elite | Normal | Weak

AlgeaCreature 11

Source Malevolence pg. 70
Perception +22; darkvision, lifesense 60 feet, see magic
Languages Abyssal, Aklo, Celestial, Infernal, Requian
Skills Acrobatics +22, Boneyard Lore +21, Occultism +21, Religion +20, Stealth +22
Str -1, Dex +7, Con +5, Int +2, Wis +5, Cha +3
See Magic An algea can see magic auras on creatures or objects that it can observe; it can't see magic auras on creatures or objects that are hidden from its view. It learns the schools of magic for all spells affecting creatures.
AC 30; Fort +18, Ref +24, Will +22; +1 status to all saves vs. magic
HP 144; Immunities death effects, disease, precision, swarm mind; Resistances bludgeoning 10, negative 10, piercing 10, poison 10, slashing 5; Weaknesses area damage 5, splash damage 5
Grieving Aura (aura, divine, emotion, enchantment, mental) 30 feet. A creature that begins its turn in the aura must attempt a DC 27 Will save. Undead take a –2 circumstance penalty to this saving throw. The creature is then temporarily immune to the grieving aura for 1 hour.
Success The creature is unaffected.
Failure For 1 round, the creature can't use reactions and is slowed 1 for that turn as it sobs uncontrollably.
Critical Failure As failure, but the effects lasts while the creature remains in the aura plus 1 minute.
Speed 15 feet, fly 40 feet
Divine Innate Spells DC 30, attack +22; 7th plane shift (self and soul caged creature only; to the Boneyard only); 4th confusion, talking corpse; 2nd invisibility
Rituals DC 30; 5th call spirit
Drain Magic (abjuration, divine) Whenever a creature fails its save against Frenzied Beaks, the algea attempts to counter a spell effect active on that creature (6th level, counteract check +22). The algea can choose which effect to attempt to counteract for each creature.Frenzied Beaks Single ActionSingle Action Each foe in the swarm's space takes 5d6 piercing damage (DC 30 basic Reflex) and is exposed to drain magic. This damage affects incorporeal creatures as if it had the effects of a ghost touch property rune.Soul Cage (divine, incapacitation, necromancy) An incorporeal undead damaged by Frenzied Beaks must attempt a DC 30 Will save.
Critical Success The undead is unaffected and is temporarily immune for 24 hours.
Success The undead takes a –10-foot status penalty to Speeds for 1 round.
Failure As success, but the undead is also immobilized for 1 round, although it can attempt to Escape (DC 30).
Critical Failure The undead is restrained for 1 round. The algea can attempt to plane shift with the restrained creature even if that creature isn't willing, but an unwilling creature can attempt a Will save to resist plane shift. If it succeeds, the algea plane shifts and leaves the incorporeal creature behind, which is then no longer restrained.

Sidebar - Treasure and Rewards One of Many

The individual psychopomps that comprise an algea swarm are particularly minuscule nosoi psychopomps. If statistics for a single such creature become necessary, treat it as a nosoi psychopomp with the weak adjustment.

All Monsters in "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.