Library / Bestiary

Shinigami

CR 17.00 Outsider LN Large HD 22
This emaciated, robed humanoid wields a scythe made of bone to match the skeletal wings that protrude from its shoulders.

Feared as truly impartial and merciless harbingers of death, shinigamis are relentless in their pursuit of dispensing quick and just deaths upon those who would seek to disrupt the delicate balance of life. Unlike other, more sinister bringers of doom, shinigamis do not take pleasure in their work and do not seek to impose suffering—although there are exceptions. Some individuals, aptly described by their kin as “rogue shinigamis,” subscribe to either more merciful or more despicable forms of execution, and are either lawful good or lawful evil. Victims who have had their lives spared by kind shinigamis praise the angels of death for their clemency and willingness to listen to the victims' plight, while other dastardly survivors have successfully cheated or bribed their way out of death by manipulating credulous or less honorable shinigami. A shinigami is 9 feet tall and weighs 130 pounds.

HP
275 (22d10+154); fast healing 10
AC
31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural, -1 size)
Init
+9
Speed
30 ft., fly 40 ft. (perfect)
Fort
+20
Ref
+12
Will
+19
BAB
+22
CMB
+28
CMD
44
Melee
+3 axiomatic scythe +30/+25/+20/+15 (2d6+10/×4), 2 wings +21 (1d8+2)
Space
10 ft.
Reach
10 ft.
DR
10/chaotic and silver
SR
28
Aura
fear aura (60 ft., DC 30)
str
21
+5
dex
20
+5
con
24
+7
int
17
+3
wis
22
+6
cha
29
+9

Weapons: Martial, Simple

Destroy Soul — A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. As a standard action once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful DC 30 Fortitude save reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect. The save DC is Charisma-based.

Special Abilities

Destroy Soul from text
A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. As a standard action once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful DC 30 Fortitude save reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect. The save DC is Charisma-based.

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

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

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
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
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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.

Stand Still from Feat

When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Weapon Focus (scythe) from Feat

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

Calculated: +1 Attack Bonus
Whirlwind Attack from Feat

When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Acrobatics +30, Diplomacy +34, Fly +36, Intimidate +34, Knowledge (planes) +28, Perception +31, Sense Motive +31, Spellcraft +28, Stealth +26

spell-like abilities:
Constant—Detect Chaos, Constant—Detect Law, Constant—Tongues (DC 22), Constant—True Seeing (DC 25), 3/day—Destruction (DC 26), 3/day—Energy Drain (DC 28), 3/day—Scrying, Greater (DC 26), 3/day—Soul Bind (DC 28)
Details
Type
Outsider
Alignment
LN
Size
Large
Environment
any
Organization
solitary
Treasure
double (+3 axiomatic scythe, other treasure)
Senses
darkvision 60 ft., detect chaos, detect law, true seeing; Perception +31
Aura
fear aura (60 ft., DC 30)
Languages
Celestial, Common, Draconic, Infernal; tongues
Source
Bestiary 3
Source

Bestiary 3

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
19 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Expertise (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Spring Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Stand Still (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Whirlwind Attack (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Law (Spell) — core content under OGL 1.0a
  • Knows spell: Tongues (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Destruction (Spell) — core content under OGL 1.0a
  • Knows spell: Energy Drain (Spell) — core content under OGL 1.0a
  • Knows spell: Scrying, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Soul Bind (Spell) — core content under OGL 1.0a
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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.