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Nosoi

Nosoi Creature1

N Tiny Monitor Psychopomp

Senses Perception +6; darkvision, lifesense 60 feet

Languages Abyssal, Celestial, Infernal, +1 additional

Skills Acrobatics +6, Boneyard Lore +8, Library Lore +8, Performance +6, Religion +6, Society +2, Stealth +6

Str -1, Dex +3, Con +1, Int +1, Wis +1, Cha +3

Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.


AC 16; Fort +4, Ref +8, Will +6

HP 18; Immunities death effects, disease; Resistances negative 3, poison 3


Speed 15 feet, fly 40 feet

Melee [one-action] beak +6 (finesse, magical), Damage 1d4-1 piercing plus spirit touch

Divine Innate Spells DC 16

4th read omens, talking corpse; 2nd invisibility (at will; self only), sound burst

Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The nosoi takes the appearance of a raven or songbird. This doesn’t change its Speed or its attack and damage modifiers with its Strikes.

Haunting Melody [one-action] (auditory, concentrate, divine, enchantment, incapacitation, mental) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.

Failure The creature is fascinated.

Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature is attacked, the fascination ends.

Spirit Touch A nosoi’s Strikes affect incorporeal creatures as though etched with a ghost touch property Rune and deal 1d6 negative damage to living creatures or 1d6 Positive damage to undead.

About

Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they’re likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves.

Nosoi

A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.

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