Library / Bestiary

Broken Soul

CR 9.00 Outsider CE Large HD 7
Once a beautiful celestial with the torso of a winged woman and a snakelike body below, this creature is a mess of blood and scars.

A broken soul is torment and pain made manifest. Tortured to the extremes of both physical and mental endurance, and then taken beyond those barriers, a broken soul gains extraordinary reserves of fortitude and resilience as well as the ability to inflict a measure of its own terrible suffering on others.

Each broken soul has a unique appearance, the torture it has endured plainly visible on its body. Its skin is a mass of scar tissue, marred with bruises that do not fade and scored with countless scars. In some cases, a broken soul's flesh has been flayed away, revealing the musculature and bone underneath. Weeping sores and open cuts cover a broken soul's body, wounds that never fully heal. Its limbs are often twisted, the result of broken bones that were never set properly, and it might be missing fingers, toes, ears, or other appendages. A broken soul's existence is one of unending suffering, and the constant pain often drives the creature irrevocably mad. In their insanity, these unfortunates hate all other creatures and seek to inflict their wounds and their agony on all they encounter.

The creation of a broken soul can happen in a number of ways. Some broken souls arise spontaneously, the result of horrific treatment at the hands of cruel abusers. With no way to escape their torment, these creatures embrace the pain and anguish and transcend them, making them a part of their very being. In so doing, they become something both more and less than they were. Other broken souls are purposefully created out of helpless prisoners by sadistic torturers through a harrowing gauntlet of mental and physical torments. By breaking a creature's mind and body, these torturers hope to create guardians or servants whose loyalty is ensured by the constant pain they must endure. Even more harrowing, some broken souls take it upon themselves to create more of their kind, fashioning gruesome works of living, mutilated art in an effort to share their suffering. These "artists" often turn on their own torturers first, perfecting their skills on those who created them before turning their attention to any other unfortunate creatures they can find.

"Broken soul" is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature). A broken soul uses all the base creature's statistics and special abilities except as noted here.

HP
101 (7d10+63)
AC
24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
Init
+3
Speed
20 ft., fly 60 ft. (average)
Fort
+12
Ref
+10
Will
+6
BAB
+7
CMB
+13 (+17 grapple)
CMD
26 (can't be tripped)
Melee
+1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab) or<p class="stat-block-2">torturous touch +11 touch (2d6 plus 1d6 Dex damage and convulsions), tail slap +6 (2d6+2 plus grab)</p>
Space
10 ft.
Reach
10 ft.
DR
5/-
Racial Modifiers
+8 Intimidate, +4 Survival
str
20
+5
dex
17
+3
con
27
+8
int
14
+2
wis
8
-1
cha
21
+5

Weapons: Martial, Simple

agonized wail (DC 18)

baleful gaze (DC 18)

bardic performance (21 rounds/day)

constrict (2d6+5)

Universal Monster Rules

Grab
Grab (tail slap) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (2d6+5) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

Special Abilities

Agonized Wail (DC 18) from text
Baleful Gaze (DC 18) from text
Bardic Performance (21 rounds/day) from text

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Diehard from Feat

When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Endurance from Feat

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Situational: to resist nonlethal damage from exhaustion: +4 untyped Swim
Great Fortitude from Feat

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

Calculated: +2 Fort
Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

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
Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

Bluff +15, Fly +11, Intimidate +13, Knowledge (nature) +9, Perception +9, Perform (string) +17, Sense Motive +9, Stealth +9, Survival +10

spell-like abilities:
3/day—Darkness, 3/day—Hallucinatory Terrain (DC 19), 3/day—Knock, 3/day—Light, 1/day—Charm Person (DC 16), 1/day—Speak With Animals, 1/day—Speak With Plants
bard spells known:
3rd (2/day)—Crushing Despair (DC 19), 3rd (2/day)—Terrible Remorse (DC 19), 2nd (4/day)—Blindness/Deafness (DC 17), 2nd (4/day)—Piercing Shriek (DC 17), 2nd (4/day)—Rage, 2nd (4/day)—Suggestion (DC 18), 1st (6/day)—Cause Fear (DC 16), 1st (6/day)—Charm Person (DC 16), 1st (6/day)—Ear-Piercing Scream (DC 16), 1st (6/day)—Confusion, Lesser (DC 16), At will—Dancing Lights, At will—Daze (DC 15), At will—Detect Magic, At will—Ghost Sound (DC 15), At will—Read Magic, At will—Resistance (DC 15)
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
any
Organization
solitary
Treasure
standard (+1 longsword, masterwork harp, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +9
Languages
Celestial, Draconic, Infernal; truespeech
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
30 House/Core 1 Recognized publisher
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Diehard (Feat) — core content under OGL 1.0a
  • Uses feat: Endurance (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Hover (Feat) — cites Paizo Inc.
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Hallucinatory Terrain (Spell) — core content under OGL 1.0a
  • Knows spell: Knock (Spell) — core content under OGL 1.0a
  • Knows spell: Light (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Speak With Animals (Spell) — core content under OGL 1.0a
  • Knows spell: Speak With Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Crushing Despair (Spell) — core content under OGL 1.0a
  • Knows spell: Terrible Remorse (Spell) — core content under OGL 1.0a
  • Knows spell: Blindness/Deafness (Spell) — core content under OGL 1.0a
  • Knows spell: Piercing Shriek (Spell) — core content under OGL 1.0a
  • Knows spell: Rage (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Cause Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Ear-Piercing Scream (Spell) — core content under OGL 1.0a
  • Knows spell: Confusion, Lesser (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Daze (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Ghost Sound (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Resistance (Spell) — core content under OGL 1.0a
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