Library / Bestiary

Petitioner

CR 1.00 Outsider Any alignment Medium
Something seems strange and disturbingly familiar about this wispy, ghostly humanoid shape.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come. The stat block detailed above presents a typical petitioner formed from the soul of an average human—it does not include any of the plane-specific abilities or features a petitioner gains, and should be modified as appropriate depending on the plane to which the petitioner is assigned.

Creatures who die, become petitioners, and then return to life retain no memories of the time they spent as petitioners in the afterlife. A petitioner who dies is gone forever—its “life force” has either returned to the Positive Energy Plane or, in some cases, provided the energy to trigger the creation of another outsider. Petitioners who please a deity or another powerful outsider can be granted rewards—the most common such reward manifests as a transformation into a different outsider, such as an archon, azata, demon, or devil, depending upon the petitioner's alignment. In rare cases, a creature can retain its personality from life all the way through its existence as a petitioner and into its third “life” as an outsider, although such events are rare indeed.

A petitioner gains additional traits based on its home plane.

STR
11
DEX
10
CON
13
INT
10
WIS
11
CHA
10
HP
16 (2d10+5)
AC
10, touch 10, flat-footed 10
Speed
30 ft.
Init
+0
Melee
slam +2 (1d4)
BAB
+2
CMB
+2
CMD
12
Fort
+4
Ref
+3
Will
+0

Weapons: Martial, Simple

petitioner traits

Toughness from Feat

<p class="stat-block-1"> 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).</p>

Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5

Details
Type
Outsider
Alignment
Any alignment
Size
Medium
Environment
any (Outer Planes)
Organization
solitary, pair, group (3-12), or army (13 or more)
Treasure
none
Senses
darkvision 60 ft., Perception +5
Languages
Common
Source
Bestiary 2
Sources Used in This Record
1 House/Core
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
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.