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From Pathfinder #191: The Destiny War, which isn't enabled.

Markish Aghayarea

CREATURE 15

Male marid devourer

When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething masses of distorted ghostly shapes surge within their hollow rib cages-manifestations of the devourers' most recently consumed souls.


Perception +29; darkvision, wavesense (imprecise) 60 feet; detect alignment, detect magic
Languages Chthonian, Common, Necril, Shadowtongue, Thalassic
Skills Arcana +29, Athletics +28 (+32 to Swim), Deception +28, Intimidation +30, Occultism +29, Society +27, Stealth +29
Str +7, Dex +4, Con +5, Int +5, Wis +4, Cha +5
Items Trident, The Beating, Jewelry
Wavesense (Imprecise) 60 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Constant Spells

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.


AC 37; Fort +28, Ref +25, Will +27; +1 status to all saves vs. magic
HP 250, void healing; Immunities bleed, death effects, disease, paralyzed, poison, spell deflection, unconscious; Resistances fire 15
+1 Status to All Saves vs. Magic
Spell Deflection (divine, mental)

A spellcaster who targets a devourer with a mental spell, Banishment, Seize Soul, Divine Decree, Divine Wrath, Possession, Spirit Blast, or Spirit Song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature.

Devourers are otherwise immune to these spells.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Vortex (aura, water)

40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.


Speed 30 feet, fly 30 feet, swim 40 feet
Melee Claw +28 (agile, reach 10, unarmed), Damage 3d8+15 slashing plus Drain Life
Melee Trident +30 (magical), Damage 3d8+15 piercing
Melee Trident +30 (magical, thrown 20), Damage 3d8+15 piercing
Occult Innate Spells (See Soul Spells) DC 36, attack +29; 8th Maze; 7th Warp Mind; 6th Feeblemind, True Seeing; 4th Confusion, Suggestion; 3rd Bind Undead, Paralyze; 2nd Death Knell; 1st Harm
Rituals 2nd Create Undead
Devour Soul (death, divine)

Markish touches a creature within reach, dealing 12d6 void damage (DC 36 basic Fortitude save). If a creature is slain by this ability, the creature's soul becomes trapped within Markish. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a Wish spell. Destroying Markish or successfully counteracting Devour Soul (see Spell Deflection) releases the soul. Markish can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is Drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by wish or similar magic.

Drain Life (divine)

When Markish damages a living creature with his claw Strike, he gains 15 temporary Hit Points and the creature must succeed at a DC 36 Fortitude save or become Drained 1. Further damage Markish deals increases the condition value by 1 on a failed save, to a maximum of drained 4.

Effect: Drain Life

Grant Wish (arcane)
Frequency 3 times per year

Effect Markish casts Wish as an arcane spell to grant a wish to a mortal or undead creature (excluding himself), but he does his best to warp the effects of the wish to cause suffering or interprets the wish's wording in a way to torment the one who asks for it.
Rush of Shadows (arcane, water)

Markish releases a jet of shadowy water in a 60-foot line, dealing 9d6 bludgeoning damage and 6d6 void damage (DC 36 basic Reflex save). A creature who critically fails its save is also pushed 10 feet (20 feet on a critical failure) and is Enfeebled 1 (Enfeebled 2 on a critical failure). Markish can't use Rush of Shadows for 1d4 rounds.

Soul Spells

To cast occult innate spells, Markish must expend a number of soul charges equal to the spell's rank. He can heighten any occult spell to a maximum of 8th level by expending more charges as he Casts the Spell. Markish starts this combat with a trapped soul that has 16 soul charges.

Pathfinder #191: The Destiny WarOGL