Soulrider (Celestial)

Level -1
Creature· aberrationTinyRemaster
AC 14
HP 8
Speed 20 ft.
Fort +5
Ref +8
Will +2
Perc +5
Size Tiny
Common
Weaknesses spirit 1
Senses darkvision
Speeds 20 ft., swim 20 ft.
Skills acrobatics +4, stealth +4
Recall Knowledge occultism or religion DC 13

Attacks

Melee Sucker +6/+1/-4(finesse, magical, reach 0 ft.)
Effect: soul attach
Melee Tail +6/+2/-2(agile, finesse, reach 0 ft., sanctified)
Damage: 1d4 bludgeoning + 1 spirit

Abilities

Planar Adaptation (Celestial)interaction

A spawning soulrider has traits appropriate to the planar energy it's absorbed: celestial and holy, fiend and unholy, or monitor.

Celestial Flare◆◆offensive(holy, light, visual)

Each enemy within 30 feet of the soulrider takes 2d6 spirit damage (DC 17 will save). Creatures that fail the save are Blinded for 1 round. The spawning soulrider can't use Celestial Flare again for 1 minute.

Propulsive Launch◆◆offensive

The soulrider Leaps up to 40 feet, then makes a sucker Strike. If it's in the air and not attached to a creature after the Strike, it falls.

Soul Attachoffensive(spirit)

When a soulrider succeeds at a sucker Strike against a target with a soul capable of facing judgment, its sucker attaches it to that soul. While attached, both the soulrider and the host creature are Off-Guard, and the soulrider moves with its host until the soulrider dies or the host pulls it loose (Escape). If the host dies while the soulrider is attached, the soulrider disappears immediately to follow the soul leaving the body. A creature returned to life before reaching its final destination generally returns with any attached soulrider.

Tail Thrash◆◆offensive

Requirements The soulrider is attached to a creature's soul

The soulrider makes a tail Strike against the creature whose soul it's attached to, then one against another creature adjacent to the original target. These Strikes count towards the soulrider's multiple attack penalty, but it doesn't increase until after the second attack.

Description

Although soulriders can grow quite large, most of them are narrow creatures only a few feet long. Even once they've attached to a soul and passed between planes, they must complete their adaptation to the new environment before beginning their growth.

These smallest soulriders might be found anywhere in the mortal Universe with a portal to the Outer Sphere or a history of summoning magic. Large batches of spawn in the wilderness are often culled by natural predators, but individual spawn can survive for years and travel many miles as they search for a host.


Resembling a lamprey or hagfish with a long whiplike tail, a soulrider uses its harmless sucker to hitch rides on a creature's soul. This seemingly simple connection transcends the physical, attaching directly to the host's soul and even riding along with the soul to its final destination. Once there, a soulrider leaves its host to absorb the surrounding planar energies, adapting to the new environment and growing large enough to produce spawn. However, it can only do so in the mortal Universe, so it must find a portal or other way to return. With this cycle, they've spread to every plane in the Outer Sphere, as well as many mortal worlds.

Although increasingly widespread, soulriders only appeared a little over a century ago. Thought to be a fleshwarper's attempt to cheat Pharasma's judgment by attaching several innocent souls to their own, soulriders' numbers have grown explosively since then.

Soulriders require little more than air to survive, but they're instinctually aware of their need for a mortal soul. Although their suckers are harmless, soulriders who feel threatened or become impatient will finish off their hosts or nearby threats with their tail.