Psychopomp, MorrignaThis beautiful woman wears a mask and is completely wrapped in spider silk. Magical fetishes adorn her clothing and staff.Morrigna CR 13Source Bestiary 4 pg. 219, Pathfinder #48: Shadows of Gallowspire pg. 86 XP 25,600 N Medium outsider (extraplanar, psychopomp) Init +8; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +28DefenseAC 28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +5 natural, +2 shield) hp 171 (18d10+72); regeneration 5 (acid or fire) Fort +10, Ref +15, Will +16 DR 10/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 24OffenseSpeed 40 ft. (30 ft. in armor), climb 15 ft. Melee 2 slams +24 (2d6+6), 2 wrappings +19 (1d6+3 plus grab) Space 5 ft., Reach 5 ft. (10 ft. with wrappings) Special Attacks wrappings Spell-Like Abilities (CL 12th; concentration +15) At will—detect undead, stone tell 5/day—speak with dead 3/day—summon (level 7, 1d4 giant tarantulas [Pathfinder RPG Bestiary 2 256] 75% or 1d4 spider swarms 100%) Inquisitor Spells Known (CL 12th; concentration +15) 4th (3)—cure critical wounds, divination, freedom of movement, spell immunity 3rd (5)—blood biographyAPG (DC 16), dimensional anchor, dispel magic, halt undead (DC 16) 2nd (6)—confessAPG (DC 15), detect thoughts (DC 15), hold person (DC 15), invisibility, see invisibility 1st (6)—bane (DC 14), command (DC 14), comprehend languages, expeditious retreat, sanctuary (DC 14), wrathAPG 0—bleed (DC 13), detect magic, disrupt undead, read magic, siftAPG, stabilizeStatisticsStr 22, Dex 19, Con 18, Int 13, Wis 17, Cha 16 Base Atk +18; CMB +24 (+28 grapple); CMD 38 Feats Alertness, Combat Expertise, Combat Reflexes, Deflect ArrowsB, Eschew MaterialsB, Following StepAPG, Improved Initiative, Iron Will, Persuasive, Step Up, Step Up and StrikeAPG Skills Bluff +15, Climb +11, Diplomacy +25, Disguise +15, Intimidate +17, Knowledge (planes) +13, Perception +28, Sense Motive +25, Sleight of Hand +10, Stealth +22, Survival +15, Swim +6 Languages Abyssal, Celestial, Infernal; speak with animals (including vermin), tongues SQ change shape (any animal or humanoid), spirit touchEcologyEnvironment any (Purgatory) Organization solitary of group (3–15) Treasure standard (+2 glamered breastplate, other treasure)Special AbilitiesSpells A morrigna casts spells as a 12th-level inquisitor.
Spider Sight (Su) A morrigna can see through the eyes of a spider swarm she summons as though it were the sensor of an arcane eye spell. She does not have to concentrate to use this ability.
Wrappings (Su) A morrigna’s web wrappings grant her a +2 shield bonus to AC and can make secondary natural attacks.DescriptionMorrignas are Purgatory’s investigators, bounty hunters, and assassins, tracking down those who flout the natural cycle of death and judgment. They stand 7 to 8 feet tall and weigh 200 to 250 pounds.
Many morrignas prefer to assume the appearances of those who have died. They ensure the smooth operation of death’s bureaucratic machine by eliminating complications, dedicating their existence to wiping out any forces that circumvent or corrupt the natural cycle of death and judgment.Creatures in "Psychopomp" CategorySource Bestiary 4 pg. 217 All life has its beginning and its end. From the moment of birth, everything that shrieks and struggles upon the Material Plane crawls toward a singular finale, that fatal climax that grants passage into the unimaginable infinities of the afterlife. As the spirits of the deceased flow from the confusion of mortality to their ultimate fates, they are each judged by the gods of death, who assure that all who die reach their prescribed afterlife. Yet with all the worlds of the Material Plane, the countless faces and exceptions of mortality, and all those who would turn fate and finality to their own devices, death as a system and institution requires more agents than a single deity or pantheon to uphold. These agents are the psychopomps—denizens of Purgatory and the dispassionate stewards, chroniclers, and guides of all that die.
Psychopomps preside over the flow of life. Their primary concerns focus upon souls in the vulnerable transition between death and their final destinations upon the planes. Psychopomps carry out their duties with the dispassion of veterans and cynics. In terms of service measuring in ages, psychopomps meet countless souls from innumerable worlds, and soon nearly every story, fate, plea, and exception becomes all too familiar. They care little for the histories or personalities of the souls that pass them by, concerned only for the efficient and unvaried processing of each spirit to its final unremarkable eternity. Damnation and paradise are the same to them, as are heroes and villains, and no psychopomp cares one jot for great deeds left undone, other fates hanging in the balance, or bribes worth even a world’s ransom. But while drudgery is the lot of many psychopomps—interrupted only by the diversions they sometimes create for themselves—their system is not without flaws. There are creatures who would seek to deny the natural order of death—fiends that prey upon souls, spirits lost in their migration, and undead abominations. To counter such abnormalities and preserve the flow of souls as the multiverse requires, numerous specialized psychopomps exist to protect the dead and counter any who would seek to pervert the state of death to their own ends.
Noteworthy among psychopomps are their masks. Many who have dealings with the living wear some manner of grim face covering or funerary mask. While these masks are not part of a psychopomp’s body and grant them no special abilities, the legends of numerous cultures suggest that for a living creature to see a psychopomp’s unmasked countenance invites a premature death. Those psychopomps who deal predominately with the dead typically eschew such marks of station except as a formality.
As psychopomps help convey souls to all of the Outer Planes, and thus provide petitioners equally to each of those realms, they enjoy a special status among many planar races as respected neutrals. As such, most other planar races grant them a wide berth, with even archons and demons going out of their ways to avoid interfering with death’s emissaries. Soul-hungry daemons and reality-violating qlippoth are among the only races that actively oppose psychopomps. Consequently, the deadlier classes of psychopomps watch for and hunt disruptive members of these races, seeking to expunge the paths between the planes of any that would impede the certain cycle of death.
The death gods create the weakest psychopomps out of mortal souls, usually those who served Purgatory in life or worshiped deities of judgment. The gods may transform psychopomps which perform exemplary service into greater members of their kind, though rarely an exceptional hero or champion of Purgatory may become a superior psychopomp when she dies. There is little competitiveness or jealousy among the ranks of these creatures, as their primary motivation is fulfillment of their eternal duties, and there is little point in coveting another’s rewards and responsibilities.
The following are the most common types of psychopomps. Other varieties exist, tasked with more obscure duties for the gods of death, or responsible for alien worlds where the native creatures have radically different life cycles and outlooks compared to humanoids.Psychopomp UshersBeings ancient and dispassionate rise above the psychopomp droves, emissaries of death who have presided over the dooms of whole nations, races, and worlds. These eldest and most efficient servants of death hold great respect for the gods of death, but are not necessarily their minions, striving to fulfill their own visions of death’s ultimate purpose and process over all other objectives.
Atropos the Last Sister Barzahk the Passage Ceyanan the Shepherd Dammar the Denied Imot the Symbol of Doom Mother Vulture Mrtyu, Death’s Consort Narakaas the Cleansing Sentence The Pale Horse Phlegyas, Consoler of Atheists Saloc, Minder of Immortals Teshallas the Primordial Poison Vale the Court of Ancestors
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