The sovereigns of heaven sometimes grant their champions special powers or seek to redeem a vile foe, infusing them with the essence of celestial flame. These righteous powers grant this gift only rarely, since the strength of such soulfire can remain in a bloodline for many generations. In fact, soulfire creatures occasionally become races unto themselves. Soulfire creatures may have bodies enshrouded by fire, or have green-gold skin, hair, or scales while some other soulfires radiate a blue, verdant green, brilliant gold or even white flame.
Creating a Soulfire Creature
“Soulfire” is an acquired template that can be added to any creature.
A soulfire creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Changes to any Good.
Defenses: Immune fire; SR 11 + soulfire creature’s final CR
Heaven’s Purity: Reduce alignment-based damage (damage with the chaos, evil, good, or lawful descriptor or that only applies because of the soulfire creature’s alignment) by an amount equal to the base creature’s Hit Dice.
Soulfire Body (Ex)
Soulfire creatures’ bodies gain some of the qualities of elementals. Each time a soulfire creature is exposed to a bleed, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.
Special Abilities: A soulfire creature retains all the special abilities of the base creature, plus the special abilities as described below:
Breath Weapon (Su)
A soulfire creature can breathe a cone of soulfire with a length equal to 5 feet x its CR once every 1d4 rounds. Every creature in the area takes damage, and is allowed a Reflex saving throw (DC 10 + 1/2 the base creature’s HD + its Constitution modifier) for half damage. This ability deals 1d8 points of damage per two HD to neutral creatures, or 1d6 points of damage per HD to evil creatures. Evil creatures that fail their saving throw are also blinded for 1 minute.
Rapture’s Burn (Ex)
A soulfire creature deals soulfire damage (+1d8 to neutral creatures +2d6 to evil creatures) in addition to the normal damage it deals on a successful hit in melee. Those affected by the rapture’s burn ability must also succeed on a Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or catch fire (though this is soulfire, not normal fire), taking same amount of soulfire damage for an additional 1d4 rounds at the start of its turn. A burning target can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +2 bonus on this save. Creatures that hit a soulfire creature or a burning creature with natural weapons or unarmed attacks take the same amount of soulfire damage and must make a Will save (same DC) to avoid catching on fire (again this is soulfire, not normal fire).
Gaze of Rapture (Su)
The gaze attack of a soulfire creature can cause ecstasy and damage to any non-good living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer awe-inspiring euphoria that inflicts a penalty on attack rolls, skill checks and ability checks equal to the soulfire creature’s Charisma bonus (minimum -1) for a number of rounds equal to the soulfire creature’s final CR.
Soulfire Substitution (Su)
A soulfire creature can modify any spell, magic item, or effect with an energy descriptor to use soulfire instead as a free action. The effect’s descriptor changes to good and fire-for example, a cone of cold composed of soulfire energy is an evocation [fire, good] spell. Such effects deal half their damage as fire damage, and half as pure good-aligned magic energy.
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Cha +4.
Half the damage dealt by soulfire is fire damage, but the other half results directly from holy power and is therefore not subject to being reduced by resistance to fire-based attacks.
Any non-good living creature that would be killed by soulfire damage must make a Will saving throw (DC 10 +1/2 the creature’s CR + the creature’s Charisma modifier); failure renders the subject under the effects of a sequester spell with a permanent duration, caster level equal to the soulfire creature’s CR.
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.