Soul Eater

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CR 14
XP 38400
LE Medium Undead (Incorporeal)
Init +16; Senses Detect Thoughts, True Seeing, Low-Light Vision, Darkvision 60ft; Perception +33
Auras Fear Aura

DEFENSE

AC 28, touch 28, flat-footed 15 (+12 Dex, +1 dodge, +5 deflection)
hp 179 (17d8+102)
Fort +12, Ref +17, Will +21
Defensive Abilities Channel Resistance +2
Immunities Critical Hit, Sneak Attack, Paralysis, Ability Damage, Death Effect, Negative Level, Mind-Affecting, Sleep, Stun, Poison, Disease SR 25

OFFENSE

Speed 20 ft., fly 40 ft.
Melee +3 2 slams +28 (1d4+3/x3 plus 1d4 Con damage)

Sorcerer spells known: (CL 14, Concentration +19)

7th-(3/day, DC 22) Finger of Death
6th-(5/day, DC 21) Permanent Image, Repulsion
5th-(7/day, DC 20) Shadow Evocation, Contact Other Plane, Magic Jar
4th-(7/day, DC 19) Contagion, Hallucinatory Terrain, Resilient Sphere, Arcane Eye
3rd-(7/day, DC 18) Water Breathing, Summon Monster III, Wind Wall, Tiny Hut
2nd-(7/day, DC 17) Owl's Wisdom, Hideous Laughter, False Life, Rope Trick, Mirror Image
1st-(8/day, DC 16) Mount, Sleep, Magic Weapon, Alarm, Shield
0th-(at will, DC 15) Prestidigitation, Arcane Mark, Acid Splash, Disrupt Undead, Resistance, Ray of Frost, Bleed, Detect Magic, Flare

Special Attacks Channel Negative Energy (9d6, DC 23), Devour Soul

STATISTICS

Str 0, Dex 34, Con 0, Int 20, Wis 28, Cha 20
Base Atk +12; CMB +24; CMD 29
Feats Cleave, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Stealthy, Toughness, Weapon Focus (slam)
Skills Bluff +22, Disable Device +29, Escape Artist +14, Intimidate +25, Knowledge (planes) +22, Knowledge (religion) +25, Perception +33, Sense Motive +29, Stealth +34; Racial Modifiers Perception +4
Languages All
SQ Undead Traits, Incorporeal, Heretical Soul, Hide in Plain Sight

SPECIAL ABILITIES

Constitution Damage (Su): When a Soul Eater touches its foe, it causes 1d6 negative energy damage. Victims hit by the attack also suffer 1d4 constitution damage unless they succeed on a DC 23 Fortitude Save. The save DC is Charisma-based.

+3 slam: A Soul Eater's slam functions as a +3 weapon, the bonuses are included in its stats above.

Channel Negative Energy (Su): A Soul Eater can release a wave of negative energy. This energy can by used to heal undead or cause damage to living creatures (but not both). A Soul Eater heals or causes 9d6 damage to each creature of the type selected in a 30-foot radius centered on the + Soul Eater. A Soul Eater can channel energy 8 times per day. Creatures damaged by the energy gain a will save (DC 23, or 29 inside Desecration) for half damage. This is a standard action that does not provoke attacks of oppotunity.

Undead Traits: Undead are once-living creatures animated by spiritual or supernatural forces.

  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon?s DC).
  • Darkvision 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities.
  • Undead do not breathe, eat, or sleep.

Incorporeal (Ex): A Soul Eater has no physical body. It can only be harmed by other incorporeal creatures, magic weapons, or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only hav ea 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Detect Thoughts (Su): A Soul Eater can 'Detect Thoughts' as the spell of the same name (as an 18th level caster). A Soul Eater can suppress or resume this ability as a free action. When a Soul Eater uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The will save DC to resist this effect is 23. The save DC is charisma-based.

Heretical Soul (Su) A Soul Eater gains a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a Soul Eater using divine magic automatically fail. The caster can see the scryed area normally, but the Soul Eater simply does not appear. This is not reflected in the Soul Eater's statistics block.

Hide in Plain Sight (Ex): A Soul Eater can use the Stealth skill to hide even while being observed.

Fear Aura (Su): A Soul Eater radiates a 30ft. aura that will affect everyone entering or standing within as the 'Fear' spell. This is a mind-affecting fear effect that allows a DC 21 will save to negate. The save DC is charisma-based.

Devour Soul (Su): When a target is reduced to 0 Charisma by the Soul Eater's attacks they are absorbed into the creature. Souls devoured in this manner become fused with the Soul Eater in 1d4 hours. Raise Dead affects do not work once a soul has been devoured. If a resurrection and true resurrection is cast upon a Soul Eater before the absorbed soul fuses with the host, the soul can be reocvered and the creature turned back into the living creatures they were before. Only a Wish or a Miracle can bring a soul back after it has fused with the Soul Eater.

Advancement

For every 100 souls claimed by the Soul Eater's Devour Soul ability, the Soul Eater gains +2 Dex, +2 Int, +2 Wis, and +2 Chr. The Soul Eater gains 1 HD and the CR advances by 1. Soul Eaters who attain CR 20 or above are drawn to the Ulvanic Keep where Ulan releases them from their tortured existence.