Archives of Nethys

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Light shimmers across this humanoid figure’s bare golden skin, illuminating regal features.

Shabti CR 1/2

Source Pathfinder #84: Pyramid of the Sky Pharaoh pg. 90
XP 200
Shabti oracle 1
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3


AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d8+4)
Fort +3, Ref +1, Will +1
Defensive Abilities immune to undeath, resist level drain


Speed 30 ft.
Melee club +0 (1d6)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—suggestion (DC 16)
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)—command (DC 14), cure light wounds, summon monster I
0 (at will)—bleed (DC 13), create water, detect magic, ghost sound, mage hand, stabilize
Mystery heavens


Str 10, Dex 12, Con 16, Int 13, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting
Skills Diplomacy +7, Knowledge (religion) +5, Perception +3, Sense Motive +3, Spellcraft +5
Languages Celestial, Common
SQ immortal, oracle’s curse (haunted), past-life knowledge, revelations (coat of many stars), shattered soul


Environment any
Organization solitary or retinue (1 shabti with 2d4 human commoners)
Treasure NPC gear (club, potion of cure moderate wounds)

Special Abilities

Immortal (Ex) Shabti do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a shabti as normal.

Immune to Undeath (Ex) Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.

Past-Life Knowledge (Ex) Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.

Resist Level Drain (Ex) A shabti takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.

Shattered Soul (Ex) Shabti who are killed are exceptionally difficult to return to life. Those who attempt to return a shabti to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the shabti’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).


Death is more terrifying for those who have the best of life. Many rulers obsess over their mortality, the most brazen turning to the mystical arts, pouring their fears into splendid vessels, fashioning simulacra of themselves to bear the scourge of Pharasma’s judgment. In the mortal world, these icons are nothing but gold with a ruler’s face and name, but in death, they are shabti.

Existing as something between mortal souls, fabricated beings, and true children of the planes, shabti are immortal facsimiles of death-obsessed nobles. They serve out the sentences of their mortal twins, whether it be an infinity of torture or an eternity wandering the planes. Most never emerge from such trials, but some manage to find their own paths upon the planes.

Shabti typically look like idealized humans with perfect physiques and flawless features. They usually stand just over 6 feet tall and weigh between 150 and 210 pounds.


Shabti are artificially created creatures, brought into being by mortal magic interfering with the natural course of souls. They are born when an individual of royal blood makes use of a rare magical item known as a sovereign shabti (see the sidebar on page 91). The methods of creating these soul-guarding relics number among the deepest secrets of royal dynasties and cultic societies, meaning few mortals have access to such magic. However, groups on countless disparate worlds have discovered various routes to this power. This proliferation, along with the race’s immortality, means that while shabti are rare sights in most planar metropolises, they are certainly not total strangers. They’re practically unknown on the Material Plane, and are typically mistaken for aasimars or ifrits. Still, traditions and superstitions harkening back to this magic make the placement of mundane versions of these figurines—called ushabti—common in Osirian tombs.

Shabti appear when a paranoid noble uses a sovereign shabti in an effort to avoid their judgment. They come into being full-grown and possessing glimpses from a life of privilege, yet knowing nothing of the magic that spawned them or the karmic debts they’ve been burdened with. Some appear on the terrifying thresholds of evil-aligned planes among legions of doomed petitioners. Others might simply wander onto the planes from the mists of the Maelstrom.

Most shabti have golden skin that feels cool but not metallic, which is regularly accented by gemstone veins, nails, or other embellishments. Some have skin tones more similar to jade, ivory, or ebony. Apart from their distinctive colorations, shabti have anatomies similar to humans. However, all shabti are sterile, preventing the race from propagating naturally. As such, childlike shabti are exceedingly rare.

Habitat & Society

Most shabti can be found in the planar metropolis of Axis, though Dis, Heaven’s Shore, and the City of Brass also seem to be to many shabti’s liking. Even in such places, though, shabti rarely gather in groups larger than two or three. Many seek to distinguish themselves from the magic items that spawned them, adopting self-chosen family names— “Answerers” and “Crowns” being popular among some.

Upon their creation, shabti don’t realize they’re copies of another being. Each individual initially believes he is a deceased member of royalty, usually taking his rich appearance as a sign of divine favor or spiritual value. Most prove quite indignant, then distraught, in the face of their torture or forced labor. Eventually, they discover their unusual nature. Many deny the notion, choosing to live as if their copied memories were their own. Others face ages of depression, madness, and self-destruction. Some, however, embrace the freedom of a new, rare existence and seek to live up to the splendid forms fate has granted them.

Many shabti learn of their nature from psychopomps. As Pharasma naturally despises such attempts to circumvent the natural cycle, her psychopomps are constantly on the lookout for shabti. When they find shabti, they immediately free them from any punishments, then use the shabti’s memories to track down their mortal creators and bring them to justice.

Shabti Characters (13 RP)

Liberated shabti often explore the planes, seeking to replace their false memories with unique experiences. Shabti are defined by their class levels—they do not possess racial Hit Dice. All shabti have the following racial traits.

+2 Constitution, +2 Charisma: Shabti have powerful bodies and presences to match.
Native Outsider: Shabti are outsiders with the native subtype.
Medium: Shabti are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Shabti have a base speed of 30 feet.
Darkvision: Shabti can see in the dark up to 60 feet.
Immortal (1 RP), Immune to Undeath (1 RP), Past Life Knowledge (2 RP), Resist Level Drain (1 RP), Shattered Soul (–1 RP): See above.
Spell-Like Ability (3 RP): Shabti can use suggestion once per day as a spell-like ability, with the caster level equal to the shabti’s class level.
Languages: Shabti begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).