Library / Bestiary

Psychopomp, Morrigna

CR 13.00 Outsider N Medium HD 18
This beautiful woman wears a mask and is completely wrapped in spider silk. Magical fetishes adorn her clothing and staff.

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)
Init
+8
Speed
40 ft. (30 ft. in armor), climb 15 ft.
Fort
+10
Ref
+15
Will
+16
BAB
+18
CMB
+24 (+28 grapple)
CMD
38
Melee
2 slams +24 (2d6+6), 2 wrappings +19 (1d6+3 plus grab)
Space
5 ft.
Reach
5 ft. (10 ft. with wrappings)
DR
10/adamantine
SR
24
str
22
+6
dex
19
+4
con
18
+4
int
13
+1
wis
17
+3
cha
16
+3

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

Universal Monster Rules

Change Shape (any animal or humanoid) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Grab (wrappings) 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.

Special Abilities

Spirit Touch from text
Wrappings from text
A morrigna's web wrappings grant her a +2 shield bonus to AC and can make secondary natural attacks.

Feats, Traits & Items

Alertness from Feat

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.

Calculated: +2 Perception, +2 Sense Motive
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.

Deflect Arrows from Feat

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.

Eschew Materials from Feat

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.

Following Step from Feat

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.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

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

Calculated: +2 Will
Persuasive from Feat

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.

Calculated: +2 Diplomacy, +2 Intimidate
Step Up from Feat

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.

Step Up and Strike from Feat

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.

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

spell-like abilities:
At will—Detect Undead, At will—Stone Tell, 5/day—Speak With Dead (DC 16)
inquisitor spells known:
4th (3/day)—Cure Critical Wounds (DC 17), 4th (3/day)—Divination, 4th (3/day)—Freedom Of Movement (DC 17), 4th (3/day)—Spell Immunity (DC 17), 3rd (5/day)—Blood Biography (DC 16), 3rd (5/day)—Dimensional Anchor, 3rd (5/day)—Dispel Magic, 3rd (5/day)—Halt Undead (DC 16), 2nd (6/day)—Confess (DC 15), 2nd (6/day)—Detect Thoughts (DC 15), 2nd (6/day)—Hold Person (DC 16), 2nd (6/day)—Invisibility (DC 15), 2nd (6/day)—See Invisibility, 1st (6/day)—Bane (DC 14), 1st (6/day)—Command (DC 14), 1st (6/day)—Comprehend Languages, 1st (6/day)—Expeditious Retreat, 1st (6/day)—Sanctuary (DC 14), 1st (6/day)—Wrath, 0—Bleed (DC 13), 0—Detect Magic, 0—Disrupt Undead, 0—Read Magic, 0—Sift, 0—Stabilize (DC 13)
Details
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
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
39 House/Core
  • Uses feat: Alertness (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: Deflect Arrows (Feat) — core content under OGL 1.0a
  • Uses feat: Eschew Materials (Feat) — core content under OGL 1.0a
  • Uses feat: Following Step (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Persuasive (Feat) — core content under OGL 1.0a
  • Uses feat: Step Up (Feat) — core content under OGL 1.0a
  • Uses feat: Step Up and Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Stone Tell (Spell) — core content under OGL 1.0a
  • Knows spell: Speak With Dead (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Critical Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Divination (Spell) — core content under OGL 1.0a
  • Knows spell: Freedom Of Movement (Spell) — core content under OGL 1.0a
  • Knows spell: Spell Immunity (Spell) — core content under OGL 1.0a
  • Knows spell: Blood Biography (Spell) — core content under OGL 1.0a
  • Knows spell: Dimensional Anchor (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Halt Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Confess (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Person (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Bane (Spell) — core content under OGL 1.0a
  • Knows spell: Command (Spell) — core content under OGL 1.0a
  • Knows spell: Comprehend Languages (Spell) — core content under OGL 1.0a
  • Knows spell: Expeditious Retreat (Spell) — core content under OGL 1.0a
  • Knows spell: Sanctuary (Spell) — core content under OGL 1.0a
  • Knows spell: Wrath (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Disrupt Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Sift (Spell) — core content under OGL 1.0a
  • Knows spell: Stabilize (Spell) — core content under OGL 1.0a
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