Ember Weaver

This slim, glowing figure is draped with voluminous gossamer shawls and veils that obscure its shape.
 

Ember Weaver (CR 8)

Medium Outsider (Psychopomp, Extraplanar)
Alignment: Neutral
Initiative: +6
Senses: Darkvision 60 feet, Low-Light Vision, spiritsense 60 feet; Perception +19
Aura: eerie radiance (300 feet, DC 19)
  Speed: 30 feet, Fly 60 feet (good)
Space: 5 feet
 

Defense

Armor Class: 22, touch 16, flat-footed 16 (+5 Dex, +1 dodge, +6 natural)
Hit Points: 104 (11d8+55)
Saving Throws: Fort +11, Ref +8, Will +12
Damage Reduction: 10/adamantine
Immunity: charm, death effects, disease, fire, poison, spells with the light descriptor
Energy Resistance: cold 10, electricity 10
Spell Resistance: 19
 

Offense

Melee: 2 touches +15 (4d6 fire)
Reach: 5 feet
  Special Attacks: rush of souls
  Spell-Like Abilities (CL 11th; Concentration +15):

Statistics

StrDexConIntWisCha
19 (+4) 21 (+5) 18 (+4) 18 (+4) 21 (+5) 18 (+4)
Base Attack Bonus: +11
CMB +15
CMD 30
  Feats: Ability Focus (Suggestion), Dodge, Fly-by Attack, Toughness
  Skills: Acrobatics +19, Fly +23, Knowledge (geography) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +19, Sense Motive +19, Spellcraft +18, Survival +19
  Languages: Abyssal, Celestial, Infernal
  Special Qualities: spirit touch

 

Special Abilities

Eerie Radiance (Su)

As a standard action, an ember weaver can wreath itself in an aura of cinders similar to dancing lights (CL 11th). Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a DC 19 Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can't be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can't see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

Rush of Souls (Su)

As a standard action every 1d4+1 rounds, an ember weaver can call forth a rush of souls to trample its foes. This ability deals 6d6 points of force damage to all creatures in a 60-foot cone. A successful DC 19 Reflex saving throw halves the damage. The save DC is Charisma-based.
 

Ecology

Environment: Any
Organization: solitary, pair, escort (1 ember weaver and 1 shoki), troupe (1 ember weaver plus 3-10 ahmuuths, catrinas, esoboks, or nosois), or procession (3-12 ember weavers)
Treasure: standard

  Ember weavers are beacons for dead souls seeking the afterlife, and escorts for other psychopomps. Most ember weavers patrol graveyards, ley lines, and other places where the dead enter into the river of souls, beckoning them to step toward eternity.
  Ember weavers also perform services in payment for knowledge about lost souls. Ember weavers lead ahmuuths and esoboks in hunts for spirits waylaid by undeath. They also accompany nosois and catrinas to recover confused or rebellious spirits.

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