Psychopomp, Ember Weaver

This slim, glowing figure is draped with voluminous gossamer shawls and veils that obscure its shape.

Ember Weaver CR 8

XP 4,800
N Medium outsider (psychopomp, extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +19; Aura eerie radiance (300 ft., DC 19)


AC 22, touch 16, flat-footed 16 (+5 Dex, +1 dodge, +6 natural)
hp 104 (11d8+55)
Fort +11, Ref +8, Will +12
DR 10/adamantine; Immune charm, death effects, disease, fire, poison, spells with the [light] descriptor; Resist cold 10, electricity 10; SR 19


Speed 30 ft., fly 60 ft. (good)
Melee 2 touches +15 (4d6 fire)
Special Attacks rush of souls
Spell-Like Abilities (CL 11th; concentration +15)

At willcontinual flame, dancing lights (DC 14), searing light, suggestion (DC 19), whispering wind
1/daydispel magic, freedom of movement, fly, locate creature, plane shift, slay living (DC 19)


Str 19, Dex 21, Con 18, Int 18, Wis 21, Cha 18
Base Atk +11; CMB +15; CMD 30
Feats Ability Focus (suggestion), Dodge, Flyby Attack, Mobility, Toughness
Skills Acrobatics +19, Fly +23, Knowledge (geography) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +19, Sense Motive +19, Spellcraft +18, Survival +19
Languages Abyssal, Celestial, Infernal
SQ spirit touch


Eerie Radiance (Su)

As a standard action, an ember weaver can wreath itself in an aura of cinders similar to dancing lights (CL 11th). Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a DC 19 Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can’t be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can’t see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

Rush of Souls (Su)

As a standard action every 1d4+1 rounds, an ember weaver can call forth a rush of souls to trample its foes. This ability deals 6d6 points of force damage to all creatures in a 60-foot cone. A successful DC 19 Reflex saving throw halves the damage. The save DC is Charisma-based.


Environment any (Astral Plane)
Organization solitary, pair, escort (1 ember weaver and 1 shoki), troupe (1 ember weaver plus 3–10 ahmuuths, catrinas, esoboks, or nosois), or procession (3–12 ember weavers)
Treasure standard

Ember weavers are beacons for dead souls seeking the afterlife, and escorts for other psychopomps. Most ember weavers patrol graveyards, ley lines, and other places where the dead enter into the river of souls, beckoning them to step toward eternity. Ember weavers also perform services in payment for knowledge about lost souls.

Ember weavers lead ahmuuths and esoboks in hunts for spirits waylaid by undeath. They also accompany nosois and catrinas to recover confused or rebellious spirits.

Section 15: Copyright Notice

Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo Inc.; Authors: Alexander Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.

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