Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 38, attack +30; 8th spirit blast (×3); 4th dimension door (at will); 2nd invisibility (at will; self only); Constant (4th) freedom of movement
Ability
Mend Soul
Frequency: once per round
Effect: The eseneth restores 25 HP to itself or an incorporeal creature it has grabbed.
Ability
Seize Soul
(attack, incapacitation) The eseneth tries to yank the soul out of the body of a creature they've grabbed or restrained. The eseneth attempts an Athletics check against the target's Fortitude DC. Critical Success The eseneth grabs the target's soul. The body is released and is paralyzed for 2 rounds. When the body ceases being paralyzed, its soul returns instantly and the target wakes. The soul—grabbed by the eseneth—is incorporeal, is invisible, has a fly Speed equal to the creature's Speed, and otherwise has all the same statistics. It can't attack, cast spells, or attempt any skill checks that require a physical body other than checks to Escape, and it must always maintain line of effect to its body. Success As critical success, but the paralysis ends after 1 round. Failure The target remains grabbed or restrained, but its soul remains in its body. Critical Failure The grab ends.
Ability
Shred Soul
Frequency: once per round
Effect: The eseneth deals 3d10+14 force damage to an incorporeal creature they've grabbed.
Ability
Spirit Grasp
An eseneth can Grapple incorporeal creatures despite being corporeal. The eseneth uses their Athletics check to Grapple incorporeal creatures as normal but can't use Athletics for other actions against incorporeal creatures, like Shove or Trip.
Ability
Spirit Touch
A eseneth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.
Ability
Sudden Stitch [Reaction]
Circumstance: Trigger: A creature within the eseneth's reach successfully Strik
The eseneth attempts to Grapple the triggering creature.
Offense
Melee
Circumstance: combat round (melee)
spirit needle +33 [+28/+23], Damage 3d10+14 piercing plus spirit touch and Improved Grab
Offense
Ranged
Circumstance: combat round (ranged)
spirit needle +33 [+28/+23] (thrown 30 feet), Damage 3d10+14 piercing plus spirit touch
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.
Immunity
death effects
disease
Language
Abyssal
Celestial
Infernal
Requian
Perception
darkvision
lifesense 120 feet
Resistance
negative 15
poison 15