# Soulsipper >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Soulsipper</div> <div class="CR">CR 16 (76,800 XP)</div> <div class="SOU">Bastion of Broken Souls pg. 42</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Outsider (incorporeal, energon) **Init** +4 **Senses** soulsight; **Perception** +27 #### defense **AC** 27, 27 touch, 23 flat-footed (+14 deflection, +4 Dex, -1 size) **hp** 160 (16d10+80); fast healing 5; regeneration 5 (Unholy weapons or negative energy) **Fort** +12, **Refl** +16, **Will** +16 **Feint** 37, **Demoralize** 30 **Defensive Abilities** incorporeal **DR** 20/evil; **SR** 27 **Weakness** vulnerable to sonic #### offense **Speed** fly 30 ft. (average) **Melee** 2 incorporeal touches +20 (2d6 plus soul sip) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** song of acceptance, soul sip #### statistics **Str** —, **Dex** 18, **Con** 20, **Int** 4, **Wis** 18, **Cha** 19 **BAB** +16, **CMB** +17, **CMD** 45, **TA** +15, **RTA** +19 **Skills** Fly +21, Perception +27, Stealth +21 **Feats** [[Ability Focus]] (song of acceptance), [[Alertness]], [[Combat Reflexes]], [[Great Fortitude]], [[Improved Initiative]], [[Iron Will]], [[Lightning Reflexes]], [[Weapon Focus]] (incorporeal touch) **SQ** death throes, phase change #### 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 23 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,' an energon has a vague sense of the passage of time, and at some point may choose to reconstitute (another 10-minute process). ### Song of Acceptance (Su) When threatened, a soulsipper emits a soothing sonic attack (sounding somewhat like a peal of crystal bells) designed to calm its foes. Every round the soulsipper remains in combat, it automatically emits song of acceptance, which affects all creatures in a 30-foot-radius spread. Creatures in the area must succeed on a DC 24 Will save each round or take a -2 penalty on attack rolls, damage rolls, saves, and checks. This is a sonic, mind-affecting, emotion effect. The Save DC is 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 23 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 herd (2–8) **Treasure** None **Advancement** 17–33 HD (Large); 34–49 HD (Huge) Soulsippers appear as 10 foot long creatures of energy, strangely fishlike for all their incorporeality, including projections that appear somewhat like dorsal and ventral fins, though each such structure streams immaterial stands of light. Eyeless, these creatures possess mouthlike orifices where one might expect, which are fringed with gently lashing tendrils, two of which are longer, thicker, and more obviously suited to harvesting preincarnate souls. These longer tendrils are used to deliver incorporeal touch attacks. Though relatively inoffensive in its own environment, a soulsipper regards incarnate souls inhabiting living creatures as a wonderful delicacy, and the surrounding body as a troublesome husk, easily dispensed with.