# Soulmarauder >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > > xFeat:: 7/10 (3) <div class="grid-container"><div class="MON">Soulmarauder</div> <div class="CR">CR 20 (307,200 XP)</div> <div class="SOU">Bastion of Broken Souls pg. 42</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Huge Outsider (incorporeal, energon) **Init** +10 **Senses** soulsight; **Perception** +33 #### defense **AC** 32, 32 touch, 26 flat-footed (+18 deflection, +6 Dex, -2 size) **hp** 240 (20d10+140); fast healing 5; regeneration 15 (Unholy weapons or negative energy) **Fort** +21, **Refl** +14, **Will** +20 **Feint** 36, **Demoralize** 36 **Defensive Abilities** incorporeal **DR** 20/epic; **SR** 31 **Weakness** vulnerable to sonic #### offense **Speed** fly 50 ft. (good) **Melee** 4 incorporeal touches +25 (2d6 plus soul sip) **Space** 20 ft., **Reach** 10 ft. **Special Attacks** roar, soul consumption, soul sip #### statistics **Str** —, **Dex** 22, **Con** 24, **Int** 5, **Wis** 23, **Cha** 21 **BAB** +20, **CMB** +22, **CMD** 56, **TA** +18, **RTA** +24 **Feats** [[Alertness]], [[Combat Reflexes]], [[Great Fortitude]], [[Improved Initiative]], [[Iron Will]], [[Lightning Reflexes]], [[Weapon Focus]] (incorporeal touch) **Skills** Fly +29, Perception +33, Stealth +25 **SQ** death throes, phase change **Languages** #### special abilities ### Death Throes (Su) When killed, a soulmarauder explodes in a flash of brilliant white light. The explosion of positive energy deals 10d6 points of damage to all creatures within a 20-foot radius (Reflex DC 27 halves). The save DC is Constitution-based. ### Phase Change (Ex) Energons can disperse their form, becoming inactive and effectively nonexistent. The process takes 10 minutes, during which time the energon is helpless. Energons change phase from time to time as an energy equivalent of biological hibernation. While 'out of phase,' a spiritovore has a vague sense of the passage of time, and at some point may choose to reconstitute (another 10-minute process). ### Roar (Su) A soulmarauder can loose a terrifying roar every 1d4 rounds. All creatures within 120 feet must succeed at a Will save (DC 27) or be weakened with fear, losing one-half their current Strength scores for 2d6 rounds. Those within 30 feet become deafened for 2d6 rounds, unless they make a successful Fortitude save (DC 27). Deafened creatures cannot be affected again by the soulmarauder's roar. Creatures with the energon subtype are immune to this effect. The save DC is Constitution-based. ### Soul Consumption (Su) Once a soulmarauder has successfully 'sipped' a victim's soul (by draining one or more of its Constitution points), it can remove and eat the victim's soul. As a standard action, the soulmarauder can attempt to extract a creature's soul with a successful touch attack. The affected creature must succeed on a DC 25 Fortitude save, or their soul is ripped from their body, dealing 8d6 points of damage, and rendering the creature helpless. The soul marauder can consume the detached soul over the course of one hour. No form of raising or resurrection can restore a victim whose soul is completely digested to life. A wish, miracle, or true resurrection has only a 25% chance to restore a victim to life. The detached soul appears as a glowing white orb in the possession of the soul marauder. It is treated as if trapped in a _magic jar_, except that it must succeed on a DC 25 Fortitude save to escape the soulmarauder's grasp before it can return to its own body. If the soulmarauder is slain (or the affected soul is able to escape) and the soul's body is within 100 feat, it automatically returns and the affected creature gains 1d4 negative levels. If the soul's body is not within 100 feet, the creature is slain. Creatures slain in this manner can be resurrected normally. The save DCs are Charisma-based. ### Soul Sip (Su) When the soulmarauder hits with an incorporeal touch attack, it drains 2d4 Constitution, or twice that amount on a critical hit. The soulmarauder heals 5 points of damage (or 10 on a critical hit whenever it drains Constitution, using excess healing as temporary hit points. Affected creatures can make a DC 25 Fortitude save to resist the Constitution drain. The save DC is Charisma-based. ### Soulsight (Ex) An energon notices creatures that possess souls within 120 feet, just as if possessed the blindsight ability. Most living creatures and sentient undead have souls. #### ecology **Terrain** Positive energy plane **Organization** Solitary or pair **Treasure** None **Advancement** 21–40 HD (Huge); 41–60 HD (Gargantuan) Soulmarauders have bodies like manta rays of terrestrial marine environments, though they are composed of glowing incorporeal energy instead of flesh. Their flattened bodies, wider than they are long, glow with predatory menace. The extensions of a soulmarauder’s wings look like demonic horns, which project from their head. Their heads are eyeless, but they have strangely toothless maws. Soulmarauders have long, whiplike tails that split into four individual lengths. Soulmarauders hunt soulsippers and other energons, but can survive on preincarnate souls. The spirits inhabiting normal living creatures are scrumptious feasts that no soulmarauder willingly passes up.