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Psychopomp, Memitim

Eyes the dead cast of onyx glare from beneath the legionnaire’s helmet worn by this ominous, black-winged angel.

Memitim Psychopomp CR 15

XP 51,200
N Medium outsider (extraplanar, psychopomp)
Init +13; Senses darkvision 60 ft., low-light vision, spiritsense, true seeing; Perception +28; Aura terminal aura (50 ft., DC 23)


AC 32, touch 19, flat-footed 23 (+9 Dex, +13 natural)
hp 216 (16d10+128)
Fort +13, Ref +19, Will +15
Immune acid, death effects, disease; Resist cold 10, electricity 10; SR 26


Speed 30 ft., fly 100 ft. (good)
Melee +3 scythe +27/+22/+17/+12 (2d4+13/19–20/x4)
Spell-Like Abilities (CL 14th; concentration +19)

At willdetect good, detect evil, dimensional anchor (DC 19), dispel magic, freedom of movement, gaseous form, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), plane shift (self only), speak with dead, status, true seeing, veil
5/dayfinger of death (DC 22), forbiddance, undeath to death (DC 21)
1/dayenergy drain (DC 24)


Str 24, Dex 29, Con 26, Int 17, Wis 20, Cha 21
Base Atk +16; CMB +23; CMD 42
Feats Alertness, Bleeding Critical, Cleave, Critical Focus, Improved Critical (scythe), Improved Initiative, Power Attack, Weapon Focus (scythe)
Skills Bluff +24, Diplomacy +24, Escape Artist +28, Fly +32, Intimidate +24, Knowledge (planes, religion) +22, Perception +28, Sense Motive +7, Stealth +28
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (owl, raven, or vulture; beast shape I), spirit touch


Terminal Aura (Su)

Every round, any creature within 50 feet of a memitim that has –1 or fewer hit points but is stable must succeed at a DC 23 Will saving throw or be affected by the spell bleed. Any dying creature within range of this aura does not receive a Constitution check to stabilize, but can still be healed as normal–though it may be affected by bleed in subsequent rounds if it is not restored to 0 or more hit points. Any creatures with fast healing or regeneration must also succeed at a DC 23 Will save every round or that ability does not function for 1 round. The save DC is Charisma-based.


Environment any (the Boneyard)
Organization solitary, pair, or dirge (3–7)
Treasure standard (+3 scythe, other treasure)

Soldiers know memitims as the angels of death, the black-winged specters whose own ominous hosts compose a third impartial legion fielded in the clouds above the bloodiest battlegrounds. As combatants shed their mortal forms in droves, memitims ready their weapons, prepared to drive back all manner of monstrous, soul-hungry scavengers that lurk just beyond the veil of death. While daemons, night hags, and undead number among their most persistent foes, memitims strike against any who would deny the dead passage into the River of Souls or who would cut a life short to harvest its essence. While most memitims impartially preside over bloodshed and massacres, their full wrath manifests against any who would cut numerous lives short in unnatural pursuit of their souls.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.