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., detect evil, detect good, low-light vision, spiritsense, true seeing; Perception +24
Aura terminal aura (50 ft., DC 23)

DEFENSE

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

OFFENSE

Speed 30 ft., fly 100 ft. (good)
Melee +3 scythe +27/+22/+17/+12 (2d4+13/19–20/×4)
Spell-Like Abilities (CL 14th; concentration +19)

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

STATISTICS

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

SPECIAL ABILITIES

Terminal Aura (Su)

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

ECOLOGY

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

Soldiers know memitims as the angels of death who protect fallen combatants and others who die as mass casualties from soul-hungry scavengers. While most memitims preside over massacres, their full wrath manifests against any who would cut numerous lives short in an unnatural pursuit of souls.

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 Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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