Shinigami
Level 17Attacks
Abilities
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
60 feet. DC 35 will A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.
The shinigami takes on the appearance of a specific Small or Medium humanoid creature. This doesn't change their statistics, other than to reduce the reach of their naginata Strike to 10 feet. The shinigami's humanoid shape is unique to the shinigami and can't be used to Impersonate a creature. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Each shinigami carries a pouch containing four black sapphires for use with Seize Soul. Each gem is capable of holding a soul of a maximum level equal to that of the shinigami. If the shinigami dies, the gems are destroyed as well (whether they contain a soul at the time or otherwise), and any souls they contain are released harmlessly to travel to the Boneyard.
Requirements One of the black sapphires in the shinigami's pouch contains a soul from a casting of seize soul
The shinigami crushes the gem in their hand, sending the soul on to the Boneyard while releasing a wave of powerful energy. All creatures within a 30-foot emanation take 18d6 untyped damage (DC 38 fortitude save); the shinigami chooses whether this damage is vitality damage or void damage. A creature that takes damage from this effect and fails the saving throw is also Sickened 2 and Drained 1 (or Sickened 4 and Drained 2 on a critical failure).
A shinigami's Strikes can affect incorporeal creatures with the effect of a Ghost Touch property rune.
Description
Even immortals such as kami aren't immune to death. When a kami or equally powerful entity refuses the call of the Boneyard, a shinigami is summoned to bring these stubborn souls to heel. Exact and swift, shinigami are known to dispense the judgment of death efficiently and dispassionately.
Guardians Of The Cycle
Shinigami are responsible for investigating and dealing with widespread phenomena that disrupt the natural flow of life. They might be tasked with solving the issue or be told to wait, observe, and provide minimal assistance. While most shinigami can retain their impartiality during such long vigils, some are far from emotionless and end up wavering toward mercy or cruelty.