Extreme — The Soul-Hunger (Selene)
SOUL-HUNGER CREATURE 6
[UNCOMMON] [MEDIUM] [SPIRIT] [PSYCHOPOMP]
Corrupted former psychopomp guarding the second shard.
Perception +15; darkvision, spirit sense 60 feet
Languages Requian, Common (cannot speak except during Moment of Clarity)
Skills Religion +16, Stealth +14, Deception +13
Str +3, Dex +4, Con +3, Int +1, Wis +4, Cha +2
AC 24; Fort +15, Ref +12, Will +17
HP 120; Immunities death effects, disease; Resistances void 10
Speed 25 feet, fly 30 feet
Soul Drain ◆◆ (divine, spirit, void) Range 60 feet.
The Soul-Hunger tears at the vitality of a living target within range. The target takes 3d6 void damage and must attempt a DC 22 Fortitude save.
- Critical Success: The target is unaffected.
- Success: The target takes half damage and is not drained.
- Failure: The target takes full damage and becomes drained 1.
- Critical Failure: The target takes double damage and becomes drained 2.
Consume Echo ▯ (reaction)
Trigger: An echo, spirit, or summoned entity within 30 feet is reduced to 0 Hit Points.
Effect: The Soul-Hunger absorbs the fading essence, instantly regaining 20 Hit Points.
Phase ✦ (free action)
Frequency: once per round.
Effect: The Soul-Hunger shifts its density, gaining the Incorporeal trait until the start of its next turn. While incorporeal, it is immune to precision damage and has resistance 5 to physical damage (except force, ghost touch, or vitality effects).
Moment of Clarity
If Sister Mirela is present, or a hero speaks the name "Selene", the Soul-Hunger loses its first turn as Selene briefly regains control. During this round, the party can seize the shard, flee, or attempt to redeem her without drawing an attack of opportunity or hostile reaction.
Redemption ◆◆ (skill action)
A character within 30 feet can spend two actions appealing to Selene's true nature by attempting a DC 28 Religion check or a DC 30 Diplomacy check.
On a success, Selene wrests control from the Hunger for one final moment, turning her power against the shard to shatter both it and herself, immediately ending the encounter in victory.