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Demiurge

This entity appears as a humanoid with sunken nose, hollow eye sockets, and sickly pale white, semi-transparent flesh. Its hair is unkempt and dirty, and its clothes are nothing more than rags that hang loosely from its translucent form.

Demiurge CR 6

XP 2,400
CE Medium undead (incorporeal)
Init
+6; Senses darkvision 60 ft.; Perception +14
Aura
unnatural aura (30 ft.)

DEFENSE

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 deflection)
hp
68 (8d8+32)
Fort
+6, Ref +6, Will +8
Defensive Abilities
incorporeal; Immune undead traits; SR 17
Weaknesses
vulnerability to iron

OFFENSE

Speed fly 40 ft. (good)
Melee
incorporeal touch +8 (1d4 cold)
Special Attacks
soul touch, transfixing gaze

STATISTICS

Str —, Dex 15, Con —, Int 14, Wis 14, Cha 18
Base Atk
+6; CMB +8; CMD 18
Feats
Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills
Bluff +10, Fly +16, Intimidate +14, Perception +14, Sense Motive +14, Stealth +12, Survival +9

SPECIAL ABILITIES

Soul Touch (Su)

A demiurge can damage a creature’s soul by moving through a space occupied by the creature. This is a standard action that does not provoke an attack of opportunity. The target can resist the attack by succeeding on a DC 18 Will save. If the save fails, the target dies as the shock of unlife permeates its soul. If the save succeeds, that creature cannot be affected again by the same demiurge’s soul touch for one day. This is a death effect. The save DC is Charisma-based.

Transfixing Gaze (Su)

Any creature within 30 feet meeting the demiurge’s gaze must succeed on a DC 18 Will save or be transfixed for one minute as if affected by a hold person spell (caster level 10th). An affected creature can attempt a new save each round to break the effects.

Vulnerability to Iron (Ex)

A cold iron weapon ignores the demiurge’s incorporeal state and deals normal damage.