The Shattered Veil (SV1) (Act 1 + 2) (gemini) (KEEP)
Pathfinder Second Edition

Snapshot · Oct 12, 2026, 9:38 PM

  • The Shattered Veil (SV1) (Act 1 + 2) (gemini) (KEEP)
    • Acts
      • actA3The Threshold of Souls
        • sceneS1The Threshold Complex
          • encounterE1Courtyard of Passage
            • mapCourtyard of Passage
            • monster blockSevere — Veilbreaker's Champion + 5× Corrupted Echo
            • monster blockVeilbreaker's Champion
            • monster blockCorrupted Echo
            • monster blockThreshold Guardian
            • monster blockPsychopomp Defender
          • mapThreshold of Souls Map
          • encounterE2The Hall of Weighing
            • handoutHall of Weighing — Player Handout
          • encounterE4The Veilbreaker's Avatar
            • monster blockExtreme — Veilbreaker's Avatar (3-Phase Boss)
            • treasureHigh — Judgment Chamber Hoard
          • encounterE5The Fraying Veil (Climax)
            • sidebarGM Brief: Running the Climax
        • sidebarGM Brief: The Third Path
        • articleGM Brief: The Veilbreaker's Philosophy

Veilbreaker's Champion

VEILBREAKER'S CHAMPION CREATURE 5

[RARE] [LARGE] [INCORPOREAL] [SPIRIT] [UNDEAD]

A towering, hulking amalgam of fallen souls infused directly with the Veilbreaker's void essence, commanding the lesser echoes spilling from the tear.


Perception +12; darkvision, tremorsense (imprecise) 30 feet

Languages Common, Necril (cannot speak, only emits low, guttural grinding sounds)

Skills Athletics +14, Intimidation +13, Religion +10

Str -5, Dex +3, Con +3, Int -1, Wis +3, Cha +4


AC 21; Fort +12, Ref +10, Will +14

HP 65 (void healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)

Void Aura (aura, emanation, void) 10 feet. Any living creature that starts its turn inside the aura takes 1d6 void damage.


Speed fly 30 feet

Melee ◆ Shatter-Greatsword +14 (reach 10 ft, magical, shove), Damage 2d8+6 spirit damage plus 1d6 void damage.

Pulse of the Tear ◆◆ (divine, void)

The champion slams its spectral sword into the earth, sending a ripple of void energy toward the tear. All creatures within 15 feet of the champion must make a DC 22 Fortitude save. On a failure, they take 3d8 void damage and are knocked prone (half damage on a success, double damage and pushed 10 feet on a critical failure).

Drag to the Abyss ◆ (incorporeal, manipulate)

Requirements The champion has a creature grabbed or prone within reach. Effect The champion violently hurls the creature 15 feet toward the nearest edge of the planar tear.

Read-only syndicated snapshot · Syndicated Oct 12, 2026, 9:38 PM. Content updates when the author syndicates again in Adventure Maker.

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