CR TYPE HD Description
2 Nosoi 3 Clerks, scribes, and messengers in Dolurrh's "bureaucracy"
3 Esobok 4 Blunt & vicious predators, feral hunters. Patrol for undead
4 Viduus 5 Record lives,deeds,deaths,confessions & secrets o.t. dead
4 Ahmuuth 6 Help destroy undead & send lost souls to peaceful ends
5 Catrina 6 Welcome mortals into death, lessening the shock & trauma
7 Vanth 9 Stoic guardians of Dolurrh, watch over the soul's journey
8 Ember
11 Beacons for dead souls seeking afterlife,
and escorts for other psychopomps.
9 Shoki 10 Collect lingering souls. Councel deluded & guide the lost
10 Kere 12 Protect graveyards, tombs & corpses from violators
13 Morrigna 18 Afterlife's investigators, bounty hunters, & assassins.
Track down those who flout the process of natural death
15 Memitim 16 Valkyrie-like, guard battlefields (etc) vs mass soul theft
20 Yamaraj 25 Judges of death, dispense of justice. Supervisors

Nature: Race of creatures
Type: Outsider
Class: Archetypes
Alignment: True Neutral
World: Dolurrh, the Realm of the Dead
All life has its beginning and its end. From the moment of birth, everything that shrieks and struggles upon the Material Plane crawls toward a singular finale, that fatal climax that grants passage into the unimaginable grey eternity of the afterlife in the dimension of Dolurrh.

As the spirits of the deceased flow from the confusion of mortality towards their ultimate fate on those endless bleak plains, there are an endless array of hazards and monsters who try to make the situation even worse for them. And with the countless faces and exceptions of mortality, and all those who would turn fate and finality to their own devices, death as a system and institution requires more flexibility and direct involvement than just a passive natural process. It requires its own servants, its own agents, who can intervene and make sure that the grand process of life into death happens as it should.

These agents are the psychopomps — native denizens of Dolurrh and the dispassionate stewards, chroniclers, and guides of all that dies.

The psychopomps preside over the flow of life. Their primary concerns focus upon souls in the vulnerable transition between death and their final destination, and it is in this capacity that mortals usually encounter them, which is why this function is what has most determined how mortal lore interprets them.



Most psychopomps carry out their duties with the dispassion of veterans and cynics. During their terms of service, which are measured in aeons, they end up meeting countless souls from innumerable cultures and civilizations, and eventually almost every story, fate, plea, and exception becomes all too familiar to them.

Many end up caring little for the histories or personalities of the souls that pass them by, concerned only for the efficient and unvaried processing of each spirit to the final unremarkable eternity all souls share. But this view they all have in common: Heroes & villains are all the same to them, and no psychopomp cares one jot for great deeds left undone, other fates hanging in the balance, or bribes worth even a world's ransom.

While drudgery is the lot of many psychopomps — interrupted only by the diversions they sometimes create for themselves — their system is not without flaws. There are creatures who would seek to deny the natural order of death — fiends that prey upon souls, spirits lost in their migration, and undead abominations.

In order to be able to counter such abnormalities and keep the flow of souls going towards their homeworld of Dolurrh, numerous specialized psychopomp "races" exist, each with its own purpose and type of "job". They all work to protect the dead and counter any who would seek to pervert the state of death to their own ends.

Some escort dead souls towards their ultimate end, others hold at bay the soul-hungry fiends who are on the hunt, while still others ensure that the departed spirit doesn't get lost between the dimensions. Some seek to destroy the plague of corporeal undead, while others seek to councel lingerings spirits (like ghosts, banshees, spectres, etc), and convince them to let go of whatever binds them to the mortal world, and to move on.

There is little competitiveness or jealousy among the ranks of these creatures, as their primary motivation is fulfillment of their eternal duties, and there is little point in coveting another's rewards and respon sibilities.


Noteworthy among psychopomps are their masks. Many who have dealings with the living wear some manner of grim face-covering or funerary mask. While these masks aren't part of a psychopomp's body and grants them no special abilities, the legends of numerous cultures suggest that for a living creature to see a psychopomp's unmasked countenance invites a premature death. Those psychopomps who deal predominately with the dead typically eschew such marks of station except as a formality.



Perception:Darkvision: 60 feet, ●Low-light vision.
Immunities:Death effects, ●Disease, ●Poison.
Resistances:Cold: 10, ●Electricity: 10, ●DR 5/adamantine.
Languages: ●Abyssal, ●Celestial, ●Infernal, ●Syranian (except where otherwise noted)

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.

Spiritsense (Su): A psychopomp notices, locates, and can distinguish between living & undead creatures within 60 feet, just as if it had the ''Blindsight'' ability. This sense doesn't allow it to detect items, but it does allow it to notice living things that aren't creatures (f.ex. normal trees).

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