Library / Bestiary

Sayona

CR 12.00 Undead CE Medium HD 17
This revolting withered corpse of a woman is dressed in revealing clothes, its bare skin wet with fresh blood.

Occasionally called "weeping vampires" for their ability to cry tears of blood, sayonas are powerful and intelligent undead creatures that hunt mortals to steal from them what they envy most: the ability to exist within living flesh. While they aren't true vampires, similarity between these two creatures creates substantial confusion to those unfamiliar with sayonas. While sayonas and vampires sustain themselves off mortal blood, sayonas don't consume the blood, but rather absorb it through their skin (even when using blood drain), using it to transform their twisted forms back into some semblance of the beauty they had—or believe they had—in life.

Above all else, sayonas covet youth. Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover's children, then killed herself. Doomed to undeath, she wanders the world crying tears of blood and preying on beautiful young women—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share her fate.

HP
161 (17d8+85); fast healing 5 (see living form)
AC
26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
Init
+5
Speed
30 ft.
Fort
+10
Ref
+12
Will
+13
BAB
+12
CMB
+13
CMD
29
Melee
bite +18 (2d6+1 plus bleed and paralysis), 2 claws +18 (2d6+1 plus bleed and paralysis)
Defensive Abilities
channel resistance +4
str
13
+1
dex
20
+5
con
-
int
11
+0
wis
12
+1
cha
21
+5

Weapons: Simple

Absorb Blood — A sayona adjacent to a bleeding creature automatically accelerates the bleeding, dealing 1 point of Con damage to that creature once per round on its turn and absorbing the blood through its skin.

blood drain (1d4 Con)

fear cone (60 ft., DC 23)

paralysis (1d4 rounds, DC 23)

Staggering Gaze — Staggered for 1d4 rounds, 30 feet, Fortitude DC 23 negates. This is a mind-affecting effect. The save DC is Charisma-based.

Create Spawn — When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. The spawn is the sayona's slave until its master is destroyed.

Living Form — As a standard action, a sayona can transform into a young, beautiful person for 24 hours. It can only use this ability if it has absorbed or drained blood in the past hour. In this form, the sayona has the aura of a living creature instead of an undead (for the purpose of detect undead and similar effects), its fast healing increases to 10, positive energy attacks (such as channel energy) deal half damage to it, and it cannot use its fear cone or gaze attack. Exposure to holy water or positive energy attacks in this form reduces the duration of this transformation by 1d4 hours.

Universal Monster Rules

Bleed (bite) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Blood Drain (1d4 Con) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Channel Resistance (+4) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Fear (cone (60 ft., DC 23)) from Universal Monster Rule
Fear attacks can have various effects.
Paralysis (1d4 rounds, DC 23) Ex from Universal Monster Rule
This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature's racial HD + the paralyzing creature's Con modifier; the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. The duration of the paralysis varies and is included in the creature's description.

Special Abilities

Absorb Blood from text
A sayona adjacent to a bleeding creature automatically accelerates the bleeding, dealing 1 point of Con damage to that creature once per round on its turn and absorbing the blood through its skin.
Create Spawn from text
When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. The spawn is the sayona's slave until its master is destroyed.
Living Form from text
As a standard action, a sayona can transform into a young, beautiful person for 24 hours. It can only use this ability if it has absorbed or drained blood in the past hour. In this form, the sayona has the aura of a living creature instead of an undead (for the purpose of detect undead and similar effects), its fast healing increases to 10, positive energy attacks (such as channel energy) deal half damage to it, and it cannot use its fear cone or gaze attack. Exposure to holy water or positive energy attacks in this form reduces the duration of this transformation by 1d4 hours.
Staggering Gaze from text
Staggered for 1d4 rounds, 30 feet, Fortitude DC 23 negates. This is a mind-affecting effect. The save DC is Charisma-based.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Spring Attack from Feat

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (claw) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Weapon Focus (claw) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Bluff +14, Diplomacy +14, Disguise +17, Knowledge (nobility) +8, Perception +21, Sense Motive +12, Stealth +16

spell-like abilities:
3/day—Command Undead (DC 17), 3/day—Dominate Person (DC 20), 3/day—Fog Cloud, 3/day—Gaseous Form, 3/day—Invisibility (DC 17)
Details
Type
Undead
Alignment
CE
Size
Medium
Environment
any land or underground
Organization
solitary or retinue (1d3 plus 2d6 spawn)
Treasure
standard
Senses
darkvision 60 ft., lifesense; Perception +21
Languages
Abyssal, Common, Infernal
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
14 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Spring Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Command Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Dominate Person (Spell) — core content under OGL 1.0a
  • Knows spell: Fog Cloud (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
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