Archives of Nethys

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Source Inner Sea Gods pg. 274
Heralds are a special class of unique, godly servants. With few exceptions, each of Golarion’s deities has its own herald, a favored minion that serves as a messenger and emissary throughout the planes. Creatures of myth, the heralds’ interventions on the Material Plane mark lives and are events of legend.

Heralds are unique outsiders of approximately CR 15 with 18 or fewer Hit Dice, making them available for summons via greater planar ally. Only a deity’s worshipers can summon its herald; thus, even the most powerful worshiper of Sarenrae can never summon the herald of Iomedae. In addition, only divine spellcasters can summon heralds, preventing arcane casters and spells like planar binding from effectively calling upon such beings. Even if a character proves powerful enough to call out to a herald, a deity has the final say in whether or not its emissary answers a worshiper’s summons, granting its herald’s service only to followers in the most extreme need or whose acts directly further its will.

Herald Subtype: Heralds are unique representatives of their respective gods and sometimes have a specific outsider subtype such as “devil” or “psychopomp” that grants it additional abilities. A herald has the following traits.
  • Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.
  • Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.

Creatures in "Herald" Category

End's Voice15
Great Elder Iuu15
Hand of the Inheritor15
Latten Mechanism15
Mother’s Maw15
Night Monarch15
Personification of Fury15
Steward of the Skein15
Sunlord Thalachos15
The First Blade15
The Grand Defender15
The Grim White Stag15
The Menotherian15
The Old Man15
The Prince in Chains15
The Spirit of Adoration15
The Stabbing Beast15
The Stabbing Beast (Scorpion Form)15

Herald, The Stabbing Beast (Scorpion Form)

The Stabbing Beast (Scorpion Form) CR 15

Source Pathfinder #59: The Price of Infamy pg. 91
XP 51,200
NE Huge outsider (evil, extraplanar, shapechanger)
Init +14; Senses darkvision 60 ft., low-light vision, see in darkness, see invisibility; Perception +27


AC 31, touch 19, flat-footed 20 (+10 Dex, +1 dodge, +12 natural, –2 size)
hp 225 (18d10+126)
Fort +18, Ref +16, Will +15; +4 vs. mind–affecting
Defensive Abilities all-around vision, scorpion mind; DR 10/ good and magic; Immune poison; Resist acid 30, cold 10, electricity 10, fire 10; SR 26


Speed 50 ft.
Melee 2 claws +27 (2d6+12/19–20 plus bleed and grab), sting +27 (2d6+12/19–20 plus bleed and poison)
Ranged poison stream +26 touch (blindness)
Space 15 ft., Reach 15 ft.
Special Attacks bleed 2d6, constrict (2d6+12), scorpion strike
Spell-Like Abilities (CL 18th; concentration +20)
Constant—see invisibility
At will—absorbing touch, alchemical allocation, charm person (DC 13), keen edge, poison (DC 16), true strike
3/day—false alibi (DC 15, see page 75), greater teleport (self only plus 50 lbs.), invisibility, modify memory (DC 16), suggestion (DC 15), summon (level 6, 1 fiendish deadfall scorpion, 100%)


Str 32, Dex 31, Con 24, Int 13, Wis 15, Cha 14
Base Atk +18; CMB +31 (+35 grapple); CMD 52 (64 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deflect ArrowsB, Dodge, Greater FeintB, Improved FeintB, Improved Initiative, Improved Iron Will, Iron Will, Mobility, Skill Focus (Stealth), Spring Attack, Two-Weapon FightingB
Skills Appraise +13, Bluff +22, Climb +20, Craft (alchemy) +13, Knowledge (arcana) +10, Knowledge (local) +13, Knowledge (nature) +10, Knowledge (planes) +13, Knowledge (religion) +13,Perception +27, Sense Motive +14, Stealth +37 (+45 in forests); Racial Modifiers +8 Bluff, +4 Perception, +8 Stealth (+16 in forests)
Languages Abyssal, Celestial, Common, Infernal, Protean; telepathy 100 ft.
SQ change shape (Huge scorpion or scorpion-tailed human), murderer’s reward

The Arcanotheign is a mysterious creature serving the mad god Nethys. Because her creator sends her to Golarion on missions to heal, destroy, or spy, she is familiar with creatures of the mortal world, yet still very much an outsider, and she is fascinated by the intricacies of mortal interactions and history. In her natural, incorporeal form, she is a storm of magic, immediately recognizable as a creature of the arcane and divine. Ever curious, she often asks personal, direct questions of those she is sent to interact with, even as she repairs their wounds or tears their souls from their bodies. Sometimes she is told to assume a physical form, and lives among humanoids as a mysterious oracle for days or weeks, observing those near her and giving cryptic answers to those who dare approach her. She stands just over 7 feet tall, and has a habit of f loating a few inches above the ground instead of walking.