Psychopomp, Morrigna
Morrignas are Purgatory's investigators, bounty hunters, and assassins, tracking down those who flout the natural cycle of death and judgment. They stand 7 to 8 feet tall and weigh 200 to 250 pounds.
Many morrignas prefer to assume the appearances of those who have died. They ensure the smooth operation of death's bureaucratic machine by eliminating complications, dedicating their existence to wiping out any forces that circumvent or corrupt the natural cycle of death and judgment.
- HP
- 171 (18d10+72); regeneration 5 (acid or fire)
- AC
- 28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +5 natural, +2 shield)
- Speed
- 40 ft. (30 ft. in armor), climb 15 ft.
- Init
- +8
- Melee
- 2 slams +24 (2d6+6), 2 wrappings +19 (1d6+3 plus grab)
- Space
- 5 ft.
- Reach
- 5 ft. (10 ft. with wrappings)
- BAB
- +18
- CMB
- +24 (+28 grapple)
- CMD
- 38
- Fort
- +10
- Ref
- +15
- Will
- +16
- DR
- 10/adamantine
- SR
- 24
Weapons: Martial, Simple
Wrappings — A morrigna's web wrappings grant her a +2 shield bonus to AC and can make secondary natural attacks.
change shape (any animal or humanoid)
spirit touch
Alertness, Combat Expertise, Combat Reflexes, Deflect Arrows, Eschew Materials, Following Step, Improved Initiative, Iron Will, Persuasive, Step Up, Step Up and Strike
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.</p>
<p class="stat-block-1"> You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.</p>
<p class="stat-block-1"> When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p>
<p class="stat-block-1"> When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.</p>
Bluff +15, Climb +11, Diplomacy +25, Disguise +15, Intimidate +17, Knowledge (planes) +13, Perception +28, Sense Motive +25, Sleight of Hand +10, Stealth +22, Survival +15, Swim +6
- Type
- Outsider
- Alignment
- N
- Size
- Medium
- Environment
- any (Purgatory)
- Organization
- solitary of group (3–15)
- Treasure
- standard (+2 glamered breastplate, other treasure)
- Senses
- darkvision 60 ft., low-light vision, spiritsense; Perception +28
- Languages
- Abyssal, Celestial, Infernal; speak with animals (including vermin), tongues
- Source
- Bestiary 4
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Deflect Arrows (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Eschew Materials (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Following Step (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Persuasive (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Step Up (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Step Up and Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Undead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Tell (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Dead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Critical Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divination (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spell Immunity (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Blood Biography (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimensional Anchor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Halt Undead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Confess (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bane (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Command (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Comprehend Languages (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Expeditious Retreat (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sanctuary (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wrath (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bleed (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Disrupt Undead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Read Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sift (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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