Herald, The MenotherianThis gangly black wasp has delicate wings, articulate hands on its front legs, and a pair of jagged stingers the length of a human arm.The Menotherian CR 15Source Inner Sea Gods pg. 280 XP 51,200 CN Large outsider (chaotic, extraplanar, herald, shapechanger) Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +22 Aura alluring scent (30 ft., DC 25, 1 hour)DefenseAC 31, touch 14, flat-footed 26 (+5 Dex, +17 natural, –1 size) hp 202 (15d10+120) Fort +17, Ref +16, Will +9 DR 15/lawful; Immune disease, poison; Resist electricity 10, fire 10; SR 26OffenseSpeed 50 ft., climb 20 ft., fly 50 ft. (poor) Melee bite +24 (1d8+9), 2 claws +23 (1d6+9), sting +24 (2d8+9 plus poison) Space 10 ft., Reach 5 ft. Special Attacks implant, mind control, poison Spell-Like Abilities (CL 14th; concentration +19) At will—dimension door, dispel magic, lover’s vengeanceISWG, message, neutralize poison, rage, secret speech 5/day—crushing despair (DC 19), cat’s grace, cure moderate wounds, remove disease, suggestion (DC 18), summon swarm, telekinesis, teleport, wall of thorns 1/day—heal, insect plague, scrying (DC 19)StatisticsStr 28, Dex 20, Con 26, Int 18, Wis 18, Cha 20 Base Atk +15; CMB +25; CMD 40 (48 vs. trip) Feats Combat Reflexes, Hover, Improved Initiative, Lightning Reflexes, Power Attack, Step Up, Weapon Focus (bite), Weapon Focus (sting) Skills Acrobatics +20, Bluff +23, Climb +17, Diplomacy +23, Fly –1, Heal +11, Intimidate +23, Knowledge (history, planes) +15, Knowledge (nature) +12, Perception +22, Perform (dance) +12, Sense Motive +22, Spellcraft +14, Stealth +19 Languages Abyssal, Common, Elven; telepathy 100 ft. SQ change shape (elf, wasp, or giant wasp; alter self or vermin shape II)EcologyEnvironment any (Elysium) Organization solitary Treasure noneSpecial AbilitiesAlluring Scent (Ex) The Menotherian’s subtle aroma causes creatures in her vicinity to become placid and react favorably toward her. Any creature that fails a DC 25 Fortitude save against the aura improves its attitude toward the Menotherian one step closer to friendly. Creatures with the scent ability take a –4 penalty on this saving throw. Creatures in the aura must attempt a saving throw each minute. This is a mind-affecting poison effect. The DC is Constitution-based.
Implant (Ex) Once per day, the Menotherian can implant eggs in a creature using its sting. The creature must succeed at a DC 25 Fortitude save to resist implantation. The target is nauseated for the next 2d4 rounds while the eggs gestate. When the eggs hatch, they form a chaotic neutral hellwasp swarm (Pathfinder RPG Bestiary 3 146), kill the host in 1 round, and inhabit the corpse. The eggs can be surgically removed with a successful DC 30 Heal check (this check deals 2d6 points of damage to the host regardless of success) or by remove disease or similar spells. The save DC is Constitution-based.
Mind Control (Ex) The menotherian can inject its scent into the brain of a helpless or willing target, controlling it for the next 24 hours (as the spell dominate person, Fortitude DC 25 negates), although the Menotherian must verbally give the target instructions. The save DC is Constitution-based.
Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 2 consecutive saves.DescriptionThe Menotherian is a personification of lust and vengeance. Bereft of morals, she seduces, tricks, or murders any creature necessary to complete whatever mission Calistria sends her to upon. The herald stands 14 feet tall, has a wingspan nearing 30 feet, and weighs 1,400 pounds.Creatures in "Herald" CategorySource 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.
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