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Anima, the Lost SoulShe represents darkness and death, her signature attack is ‘Oblivion’. Anima is a towering two-part creature whose top half is heavily restrained. The lower half is a horned demon. A picture of her fayth hangs from her neck, portrayed with a glowing halo like a saint. A lost primal from a forgotten past hardly anyone knows or can remember, who wanders around searching for some missing part of herself.

Anima, the Lost Soul (CR 25)

XP 1,638,400
N Gargantuan Outsider (Boss, Extraplanar, Primal, Shadow)
Init +4; Senses Darkvision 60 ft., true seeing; Perception +46

DEFENSE

AC 40, touch 10; flat-footed 36 (-4 size, +4 dex, +30 natural)
hp 1365 [1750] (35d12+455); fast healing 20
Fort +31, Ref +23, Will +29
Absorb Gravity*; DR 20/-; Immune Bleed, Blind, Death, Doom, Paralysis, Petrification/Statue, Poison, Silence, Sleep, Slow, Stop;
Resist Wind 20, Earth 20, Ice 20, Fire 20, Lightning 25, Shadow 20; SR 40
Weakness Holy

OFFENSE

Speed 10 ft.
Melee Bite +49 (4d8+18), 2 Claws +49 (3d8+18)
Space 20 ft.; Reach 20 ft.
Special Attacks Crimson Rays, Dark Pain, Deathly Touch, Feel my Pain, Hear no Evil, Oblivion, Pain, Speak no Evil, Weakening Blink

STATISTICS

Str 46, Dex 18, Con 34, Int 14, Wis 26, Cha 30
Base Atk +35; CMB +57; CMD 71
Feats Ability Focus (Feel my Pain, Hear no Evil, Speak no Evil), All-Consuming Swing, Cleave, Cleaving Finish, Combat Expertise, Cornugon Smash, Felling Smash, Furious Focus, Great Cleave, Improved Cleaving Finish, Improved Trip, Iron Will, Power Attack, Seize Advantage, Toughness, Vital Strike
Skills Bluff +48, Intimidate +48, Knowledge (local, planes, religion) +40, Perception +46, Sense Motive +46, Survival +46
Languages Auroran, Enochian, Undercommon, Terran, Umbran

SPECIAL ABILITIES (phase i)

Absorb Gravity (Ex)

Anima instead of taking damage from gravity base spells or effects, she is healed by that amount instead.

Crimson Rays (Su)

As a standard action, Anima releases a crimson rainbow of lights hitting all foes within a 20-ft.-cone radius. All creatures in the area of effect are inflicted with the Deprotect II and Shell II spell effects for 1d6 rounds unless they must make a Will save (DC 37) to negate the Imperil status effect.

Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

Hear No Evil (Su)

Anima causes her foe to be deaf. She can make a ranged touch attack, hitting a foe up to 30 feet away. A target takes 3d6 points of shadow damage (+39) and the target must make a Will save (DC 39) or be inflicted with Deafened status effect for 1d8 rounds.

Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).

Oblivion (Su)

Once at 70% health [1176] (start of Phase II) and 35% health [588] (start of Phase III), Anima to summon a reverse-horned demon that attacks furiously. Anima gains an additional claw attack using the highest base attack bonus plus an additional attack per every four HDs. These additional attacks do not require a full-attack action to use. This ability lasts for a duration of 9 rounds. This ability requires only a swift action.

Pain (Su)

As a swift action, Anima gathers an in-depth blast from her one eye towards her opponent. The target must make a Fortitude save (DC 37) or takes 8d6 points of shadow damage.

During Phase II: Pain adds poison (Fort DC 37) and blind (Will DC 37) status effects for 2d6 rounds each.

During Phase III: Pain adds slow (Fort DC 37) and zombie (Fort DC 37) status effects for 2d6 rounds each.

Speak No Evil (Su)

Anima causes her foe to be silent. She can make a ranged touch attack, hitting a foe up to 30 feet away. The subject takes 5d6 points of shadow damage (+39) and the target must make a Will save (DC 39) or be inflicted with Silence status effect for 1d4 rounds.

Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

As a move action, Anima can teleport to any location within 30-ft. also any one creature next to her (must be selected beforehand) after the teleport must make a Will save (DC 37) or takes the Deprotect status effect (-2 AC) for 1d8 rounds.

During Phase II increase the teleportation to 60-ft. and Deprotect II status effect (-4 AC).

During Phase II increase the teleportation to 90-ft. and Deprotect III status effect (-6 AC)

SPECIAL ABILITIES (phase iI)

Deathly Touch (Ex) [Phase II+]

As a standard action, Anima claws become of death. She makes two (the number of claw attacks increases with Oblivion) claw attacks at a -5 penalty that deal triple damage, if she hits, it zombifies the targets within a 15-ft.-radius of her for 1d6 rounds, who must make a Fortitude save (DC 37) to negate the zombie status effect.

Feel My Pain (Su) [Phase II+]

Anima’s eye focus’ on her target giving a chilling feeling to her victim. This ability functions like Unwilling Shield for the necromancer for 1d8 rounds and must make a Will save (DC 39) to negate the effect.

Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

SPECIAL ABILITIES (phase iII)

Dark Pain (Su) [Phase III only]

Once every 1d4 rounds, Anima gathers a shadowy blast from her one eye towards her opponent. The target of this spell must make a Fortitude save (DC 35) or dies. If the save is successful, the target suffers 15d6 points of shadow damage. This is considered a Wisdom based save.