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Psychopomp, Kere

This unnaturally pale woman is dressed in the somber garb of a mourner, her countenance covered by a lengthy black veil.

Kere Psychopomp
CR 10

XP 9,600
N Medium outsider (psychopomp, extraplanar)
Init +9; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +24


AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 114 (12d10+48)
Fort +8, Ref +15, Will +13
DR 10/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 21


Speed 30 ft., fly 30 ft. (perfect)
Melee 2 claws +17 (1d4+3 plus 1d6 cold), shroud +17 (infectious fear)
Space 5 ft.; Reach 5 ft. (15 ft. with shroud)
Special Attacks infectious fear (DC 20), veil of tears
Spell-Like Abilities (CL 11th; concentration +15)

At will—ghost sound (DC 14), grave tell (see below), greater invisibility, hide from undead (DC 15), minor image (DC 16), searing light, whispering wind
3/day—fog cloud, mage’s faithful hound, mirage arcana (DC 19), speak with dead (DC 17), waves of fatigue
1/day—gate (to the god of death's plane or Material Plane only; planar travel only)


Str 16, Dex 21, Con 18, Int 13, Wis 20, Cha 19
Base Atk +12; CMB +15; CMD 30
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Stealthy, Weapon Finesse
Skills Escape Artist +7, Fly +28, Intimidate +19, Knowledge (history) +16, Knowledge (religion) +16, Perception +24, Sense Motive +24, Stealth +24
Languages Abyssal, Celestial, Common, Infernal
SQ grave dependent, grave meld


Grave Dependent (Su)

A kere is mystically bonded to a single gravestone—typically the most impressive or oldest in a graveyard—and must never stray more than 300 yards from it. A kere who moves 300 yards beyond her bonded grave immediately becomes visible and unable to use any of her spell-like abilities. A kere who is out of range of her bonded grave for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day of separation that follows—eventually, this separation kills the kere. A kere can break this bond or forge a new bond with a new grave by performing a 24-hour ritual and making a successful DC 20 Will save. If a kere is not bonded with a grave, she must either actively try to forge a new bond or attempt to return to the realm of death (where she takes no penalties from not being bonded).

Grave Meld (Su)

A kere can meld with any gravestone or funerary sculpture, similarly to how the spell meld into stone functions. She can remain melded with such a structure as long as she wishes.

Grave Tell (Sp)

This ability functions as the spell stone tell, but only affects stone funerary structures, like gravestones, cemetery monuments, lych-gates, mausoleums, and similar constructions.

Infectious Fear (Su)

Any creature struck by a kere’s shroud must succeed at a DC 20 Will save or become frightened for 2d4 rounds. Any creature that physically touches a creature frightened by this effect must succeed at a DC 20 Will save as well or also be frightened for 2d4 rounds (though the fear of the creature touched is not contagious). The save DC is Charisma-based.

Shroud (Ex)

A kere’s shroud is an insubstantial thing that only a kere can touch. Creatures that come into contact with this shroud find it to be as insubstantial as mist—though they often do feel the terror it inspires. A creature that is unaware of a kere and is struck by her shroud is not aware that a weapon has struck it. A kere’s shroud vaporizes upon its owner’s death.

Spiritsense (Su)

A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if she possessed the blindsight ability.

Spirit Touch (Ex)

A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.

Veil of Tears (Su)

Any graveyard that hosts a kere is gloomier and more solemn. All exterior areas within such a graveyard are perpetually affected by darkness and mind fog (Will DC 20). Additionally, any undead creature that enters the area is also affected as per the spell slow (Will DC 20). Those who save against these effects are immune to the graveyard’s veil of tears for the next 24 hours. Those who fail are affected by these penalties for as long as they remain in the graveyard. A veil of tears can be raised or lowered by the resident kere as a free action. The veil disperses if a kere leaves the graveyard or is destroyed, and rises upon her return. The veil can also be dispelled for 1 day by casting dispel magic or a similar spell upon the kere’s bonded gravestone. The spell effects are cast at the kere’s caster level (usually 11th). The saving throw DCs are based on the resident kere’s Charisma.