Archives of Nethys

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Steward of the Skein

This plate-clad woman has large bird wings augmented with overlapping pieces of metal. Her armor is adorned with skulls, and her open-faced helm reveals nothing of her features but a pair of intensely-glowing eyes.

Steward of the Skein CR 15

Source Pathfinder #44: Trial of the Beast pg. 90
XP 51,200
N Medium outsider (extraplanar, shapechanger)
Init +7; Senses blindsight 30 ft., darkvision 60 ft., detect chaos/good/evil/law, lifesense 60 ft., low-light vision, see invisibility; Perception +27
Aura fate aura


AC 31, touch 23, flat-footed 27 (+4 deflection, +3 Dex, +1 dodge, +5 insight, +8 natural)
hp 199 (19d10+95); fast healing 5
Fort +15, Ref +20, Will +22
DR 10/cold iron; Immune electricity, death effects, petrification; Resist cold 10, fire 10; SR 26


Speed 50 ft., fly 150 ft. (average)
Melee 2 slams +26 (2d10+7 plus gaze)
Special Attacks gaze, tug the strands of fate
Spell-Like Abilities (CL 19th; concentration +25)
At will — aid, augury, charm monster (DC 20), continual flame, cure light wounds, dancing lights, death ward, detect thoughts (DC 18), disguise self, dispel magic, hold monster (DC 21), greater invisibility (self only), major image (DC 20), greater teleport (self plus 50 lbs. of objects only)
3/day — breath of life, chain lightning (DC 22), globe of invulnerability, greater dispel magic, heal, limited wish (DC 23), plane shift, prismatic spray (DC 23), undeath to death (DC 22), wall of force


Str 25, Dex 16, Con 20, Int 18, Wis 21, Cha 23
Base Atk +19; CMB +26; CMD 44
Feats Combat Casting, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Spell Penetration
Skills Bluff +19, Diplomacy +16, Fly +16, Handle Animal +16, Heal +24, Intimidate +25, Knowledge (history) +26, Knowledge (nature) +11, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +16
Languages Common, Abyssal, Celestial, Draconic, Infernal
SQ fateful resurrection, incorporeal form, lady's blessing


Environment any (extraplanar)
Organization solitary
Treasure standard

Special Abilities

Fate Aura (Su) The Steward’s aura gives her a +4 deflection bonus to AC and a +4 resistance bonus on saves. The aura makes her immune to possession and attempts to exercise mental control over her, as protection from evil (though it blocks these effects from non-evil sources as well). If a creature successfully strikes the Steward with a melee attack, it is blinded or takes 1d6 Strength damage (Steward’s choice, DC 25 negates either effect). The fate aura also acts as consecrate, although this does not interfere with altars or other fixtures relating to deities.

Fateful Resurrection (Su) As the herald of the goddess of death and birth, the Steward quickly recovers from being killed. She remains dead for only 1d4 rounds unless her body is completely destroyed by an effect such as disintegrate. Otherwise, she rises again 1d4 rounds after death, as if brought back to life via resurrection, and is fully healed. The Steward gains 1 permanent negative level when this occurs (though Pharasma typically removes it as soon as the herald returns to the Boneyard). The Steward can self-resurrect only once per day. If she dies a second time before that day passes, she is permanently dead (barring intervention by Pharasma or magic that can resurrect an outsider).

Gaze (Su) In humanoid form, the Steward can use a 60-footrange gaze attack that dazes creatures for 2d6 rounds (Will negates, DC 25). Creatures who make their save are merely staggered for 1d6 rounds. Creatures of 5 HD or less who fail their save are stunned instead of dazed. Undead who fail their saves are held immobile (as halt undead) for 2d6 rounds rather than stunned or staggered. A creature that saves against the Steward’s gaze cannot be affected by it again for 24 hours. The Steward is immune to her own gaze. This is a mind-affecting effect (or a necromancy effect against undead). A creature struck by the Steward’s slam attack must save or be affected by her gaze attack. The save DCs are Charisma-based.

Incorporeal Form (Su) The Steward can become incorporeal or return to her normal form as a standard action. When incorporeal, she can use her spell-like abilities and gaze attack but can’t make physical attacks against corporeal creatures. Her appearance changes radically when she is incorporeal, looking like a burning orange spirit of darkness (this duality has led some to believe Pharasma actually has two heralds).

Lady’s Blessing (Su) This special blessing is normally only given to important heroes of the faith or children with a significant destiny. The touched target gains a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, and foes take a –1 penalty on such rolls directed against the target. This blessing lasts one year. The Steward can use this ability at will, but only does so at the direction of Pharasma, and never on herself.

Tug the Strands of Fate (Su) The Steward can influence a creature’s fate, forcing a creature within 100 feet and line of sight to reroll any one roll that it has made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. The Steward can use this ability 3 times per day.


The Steward of the Skein is Pharasma’s foremost agent in the mortal realm, a mighty warrior sent to restore the balance of fate, announce a particularly auspicious birth or death, or deliver a world-shaking prophecy. Many times her presence on Golarion is as an incorporeal shade, making a pronouncement and then fading away, though countless creatures over the eons have felt the stunning impact of her armored fists. No mortal can recall seeing her in relation to the death of Aroden, and her role as messenger of prophecy has all but disappeared since that time.

The Steward is emotionally distant, and seems to have difficulties relating to mortals. Some speculate that she was driven slightly mad by the Last Azlanti’s death, and others believe she sees the past, present, and future simultaneously, leading her to treat mortals as temporary objects in the skein of fate, much the way a beekeeper has little regard for individual bees. When viewed by a Medium or Small creature, she always appears to be exactly the same height as the viewer, though her size does not change, and the few documented sightings of her by larger creatures describe her as no more than 6 feet tall.