Soul Reaver

Soul Reaver
Medium Outsider (Extraplanar, Incorporeal)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +7/—
Attack: Incorporeal touch +11 melee (1d8 plus 1d4 Str drain)
Full Attack: 2 incorporeal touches +11 melee (1d8 plus 1d4 Str drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charisma drain, devour the soul, pounce, Strength drain
Special Qualities: Darkvision, immunities, incorporeal subtype, light sensitivity, ride the shadows
Saves: Fort +9, Ref +11, Will +8
Abilities: Str -, Dex 19, Con 15, Int 14, Wis 13, Cha 17
Skills: Bluff +13, Intimidate +13, Knowledge (the planes) +12, Perception +11, Search +12, Sense Motive +11, Stealth +14, Survival +11
Feats: Combat Reflexes, Improved Initiative, Track, Weapon Finesse (touch)
Environment: Plane of Shadow
Organization: Solitary
ECL: 13
Treasure: Nil
Alignment: Always neutral evil
Advancement: 11-20 HD (Medium)

Soul reavers are strange creatures native to the Plane of Shadow. Many scholars contend, despite evidence to the contrary, that they are undead spirits similar to wraiths, but they can't be turned, do not show up as undead to detection spells, and are immune to items and spells that normally affect undead. Another theory holds that they are not natural creatures, but something that was created long ago by a mad wizard or godling and let loose on the Plane of Shadow.

Soul reavers are creatures formed of pure shadow essence. They prowl the Plane of Shadow looking for living beings, which they stalk and attack, using their Strength draining touch to weaken to the point of exhaustion, then pull the victim's soul out through its mouth and devour it. For this reason alone, soul reavers are feared by all living creatures and are hunted down and killed when found. Strangely, they also hunt incorporeal undead like shadows, wraiths, and specters; they seem to be immune to ability and energy drain, but can easily rip apart the bonds that hold the undead spirits together and devour their essence.

Dangerous as they are on the Plane of Shadow, soul reavers are much deadlier on the Prime. On the Plane of Shadow, they are immaterial – they can be damaged by normal weapons, but cannot pass through solid objects – but on the Prime, they are fully incorporeal. On either plane, they are always looking for new victims - a devoured soul satiates a reaver for about one day per 2 HD, then it is driven onward by its unending hunger.

A soul reaver appears as a human-sized (or slightly larger), vaguely humanoid-shaped patch of darkness, but there the resemblance to a humanoid ends – its body protrudes with strange angles, claws like black diamonds tip its fingers, and sharp fangs fill its mouth.

Soul reavers do not speak (nor it is believed they can), but they can understand Common.


A soul reaver attacks from ambush, leaping upon its prey and tearing with its claws. For some reason, it prefers creatures with spellcasting or spell-like abilities over others, and will attack them first.

Charisma Drain (Su): Incorporeal undead struck by a soul reaver's claw attack must make a DC 17 Fort save or suffer 1d6 points of Charisma drain. This bypasses the undead's normal immunity to ability drain, as it tears at the force keeping them together. The save DC is Con-based.

Devour the Soul (Su): If a soul reaver has reduced a living being to 0 Strength, the next round it latches its mouth to the victim's. Each round thereafter, the victim must make a Fort save (DC 20, +1/round after the first) or have its soul sucked out and devoured. Each round the victim makes a successful save, it still loses 1d6 hit points from the soul reaver tearing at its life force. A living being reduced to -10 hit points automatically fails the save and has its soul devoured. A soul devoured in this manner is forever destroyed and cannot be resurrected by any means, even divine. An incorporeal undead reduced to 0 Cha is likewise reduced to a tattered mist, which the soul reaver devours.

Immunities (Ex): Soul reavers are immune to ability damage, ability and energy drain, and negative energy.

Lifesense (Su): A soul reaver notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Light Sensitivity (Ex): Soul reavers take no penalty from bright light, but if confronted with it (someone casts a daylight spell in the area, e.g.), it must make a Will save against the spell's DC to avoid fleeing from the light.

Pounce (Ex): If a soul reaver charges a foe, it can make a full attack. An incorporeal soul reaver cannot pounce.

Ride the Shadows (Su): A soul reaver can "ride" in a creature's shadow simply by merging with it. The soul reaver must spend a standard action to merge with the shadow; thereafter, it can remain in the shadow as long as the shadow exists – if the creature casting the shadow enters an area where the is not enough light, the soul reaver is forced out. Obviously, this ability can only be used where there is ample light (and is thus seldom used on the Plane of Shadow).

Strength Drain (Su): Living beings struck by a soul reaver's incorporeal touch attack must make a DC 17 Fort save or suffer 1d6 points of Strength drain. The save DC is Con-based.

Skills: Soul reavers gain a +8 racial bonus to Stealth checks to hide in areas of shadow.

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