Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Critical Failure
As failure, but the effects lasts while the creature remains in the aura plus 1 minute.
Ability
Divine Innate Spells
DC 30, attack +22; 7th plane shift (self and soul caged creature only; to the Boneyard only); 4th confusion, talking corpse; 2nd invisibility
Ability
Drain Magic
(abjuration, divine) Whenever a creature fails its save against Frenzied Beaks, the algea attempts to counter a spell effect active on that creature (6th level, counteract check +22). The algea can choose which effect to attempt to counteract for each creature.
Ability
Failure
For 1 round, the creature can't use reactions and is slowed 1 for that turn as it sobs uncontrollably.
Ability
Frenzied Beaks
Each foe in the swarm's space takes 5d6 piercing damage (DC 30 basic Reflex) and is exposed to drain magic. This damage affects incorporeal creatures as if it had the effects of a ghost touch property rune.
Ability
Grieving Aura
2 circumstance penalty to this saving throw. The creature is then temporarily immune to the grieving aura for 1 hour.
Ability
Rituals
DC 30; 5th call spirit
Ability
See Magic
An algea can see magic auras on creatures or objects that it can observe; it can't see magic auras on creatures or objects that are hidden from its view. It learns the schools of magic for all spells affecting creatures.
Ability
Soul Cage
10-foot status penalty to Speeds for 1 round. Failure As success, but the undead is also immobilized for 1 round, although it can attempt to Escape (DC 30). Critical Failure The undead is restrained for 1 round. The algea can attempt to plane shift with the restrained creature even if that creature isn't willing, but an unwilling creature can attempt a Will save to resist plane shift. If it succeeds, the algea plane shifts and leaves the incorporeal creature behind, which is then no longer restrained.
Ability
Success
The creature is unaffected.
Trait
Monitor
Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Psychopomp
A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
death effects
disease
precision
swarm mind
Language
Abyssal
Aklo
Celestial
Infernal
Requian
Perception
darkvision
lifesense 60 feet
see magic
Resistance
bludgeoning 10
negative 10
piercing 10
poison 10
slashing 5
Weakness
area damage 5
splash damage 5