Memitim
Eyes the dead cast of onyx glare from beneath the legionnaire's helmet worn by this ominous, black-winged angel.
Memitim (CR 15)
Medium Outsider (Extraplanar, Psychopomp)Alignment: Neutral
Initiative: +13
Senses: Darkvision 60 feet, Low-Light Vision, spiritsense, True Seeing; Perception +28
Aura: terminal aura (50 feet, DC 23)
Speed: 30 feet, Fly 100 feet (good)
Space: 5 feet
Defense
Armor Class: 32, touch 19, flat-footed 23 (+9 Dex, +13 natural)Hit Points: 216 (16d10+128)
Saving Throws: Fort +13, Ref +19, Will +15
Immunity: acid, death effects, disease
Energy Resistance: cold 10, electricity 10
Spell Resistance: 26
Offense
Melee: +3 scythe +27/+22/+17/+12 (2d4+13/19-20/x4)Reach: 5 feet
Spell-Like Abilities (CL 14th; Concentration +19):
- At Will- Detect Good, Detect Evil, Dimensional Anchor (DC 19), Dispel Magic, Freedom of Movement, Gaseous Form, Teleport, Greater (self plus 50 lbs. of objects only), Invisibility (self only), Plane Shift (self only), Speak with Dead, Status, True Seeing, Veil
- 5/day- Finger Of Death (DC 22), Forbiddance, Undeath to Death (DC 21)
- 1/day- Energy Drain (DC 24)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
24 (+7) | 29 (+9) | 26 (+8) | 17 (+3) | 20 (+5) | 21 (+5) |
CMB +23
CMD 42
Feats: Alertness, Bleeding Critical, Cleave, Critical Focus, Improved Critical (Scythe), Improved Initiative, Weapon Focus (Scythe)
Skills: Bluff +24, Diplomacy +24, Escape Artist +28, Fly +32, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +22, Perception +28, Sense Motive +7, Stealth +28
Languages: Abyssal, Celestial, Common, Infernal
Special Qualities: Change Shape (owl, raven, or vulture; beast shape I), spirit touch
Special Abilities
Terminal Aura (Su)
Every round, any creature within 50 feet of a memitim that has -1 or fewer hit points but is stable must succeed at a DC 23 Will saving throw or be affected by the spell bleed. Any dying creature within range of this aura does not receive a Constitution check to stabilize, but can still be healed as normal-though it may be affected by bleed in subsequent rounds if it is not restored to 0 or more hit points. Any creatures with fast healing or regeneration must also succeed at a DC 23 Will save every round or that ability does not function for 1 round. The save DC is Charisma-based.Ecology
Environment: AnyOrganization: solitary, pair, or dirge (3-7)
Treasure: standard (+3 scythe, other treasure)
Soldiers know memitims as the angels of death, the black-winged specters whose own ominous hosts compose a third impartial legion fielded in the clouds above the bloodiest battlegrounds. As combatants shed their mortal forms in droves, memitims ready their weapons, prepared to drive back all manner of monstrous, soul-hungry scavengers that lurk just beyond the veil of death.
While daemons, night hags, and undead number among their most persistent foes, memitims strike against any who would deny the dead passage into the River of Souls or who would cut a life short to harvest its essence. While most memitims impartially preside over bloodshed and massacres, their full wrath manifests against any who would cut numerous lives short in unnatural pursuit of their souls.
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