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PFS StandardCatrina

Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing. Catrinas are more likely to intervene when a mortal can't accept their death. They perform their task to keep the afterlife calm, rather than out of true compassion for a mortal's grief. Catrinas only rarely visit the Material Plane, typically to help an extremely important mortal pass on.

Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers.

Recall Knowledge - Monitor (Religion): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

CatrinaCreature 5

Source Bestiary 2 pg. 209 2.0
Perception +13; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, tongues
Skills Acrobatics +14, Boneyard Lore +11, Diplomacy +14, Intimidation +14, Medicine +12, Occultism +11, Religion +12
Str +0, Dex +5, Con +4, Int +2, Wis +4, Cha +5
AC 22; Fort +11, Ref +12, Will +13; +1 status to all saves vs. magic
HP 75; Immunities death effects, disease; Resistances negative 5, poison 5
Calming Presence (aura, divine, emotion, enchantment, incapacitation) 30 feet. A
creature that begins its turn within the area must attempt a DC 18 Will save.
Critical Success The creature is unaffected and is temporarily immune to calming presence for 24 hours.
Success The creature's attack rolls take a –1 status penalty for 1 round.
Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours.
Critical Failure As failure, but hostility doesn't end the effect.
Speed 25 feet
Melee fist +14 [+10/+6] (agile, finesse), Damage 2d8+2 bludgeoning plus spirit touchDivine Innate Spells DC 22; 4th dimension door, talking corpse (at will); 3rd illusory disguise; 2nd invisibility (at will; self only); Cantrips (3rd) dancing lights; Constant (5th) tongues
Compel Condemned (divine, enchantment, incapacitation, mental) The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 Will save.
Success The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours.
Failure The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures.
Critical Failure As failure, but damage does not end the effect.
Kiss of Death (death, divine, manipulate, necromancy) The catrina gives a long, passionate kiss to an unconscious or willing creature, dealing 3d6 negative damage. Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is dying 1.Spirit Touch An catrina's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.

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.