Some people have traditions that lay harsh punishment on those who break taboo. These taboos could be desecration of the dead, tattooing or piercing your body (or the reverse of refusing to allow traditional tattoos or piercings), mingling with ancient enemies, or betrayal of a family member. Regardless of the specific, one possible punishment for this was cursing the perpetrator and creating an angatra.

The transgressor would be hunted down and killed, then a ritual performed to bind their soul within their body. The body was wrapped in linen and sealed within a tomb to allow the soul to be slowly cleansed of their crime. Every 10 years the body would be revisited and the linen replaced with a new ritual to continue the purification, repeated over generations until eventually the soul would be allowed to pass along to join the rest of its people in the afterlife.

Many of the people who practiced this ritual have been displaced, lost, or wiped out in the time since these angatra were created however, and now some of them are beginning to break free from their tombs. Without the ritual to keep their soul pacified, their bodies are warping and animating, growing jagged and painful claws, thick leather skin, and the strength to free itself and begin hunting down the descendants of those who wronged it.

Originally from the Tome of Beasts 1.

Pathfinder 2e

Angatra Creature 6
NE Medium Undead
Perception +13; darkvision
Languages all languages it knew in life plus necril
Skills Stealth +15
Str +2, Dex +5, Con +4, Int +0, Wis +3, Cha +3
AC 23; Fort +14, Ref +17, Will +13
HP 98 (negative healing); Immunities death effects, disease, paralyze, poison, sleep
Agonizing Gaze (aura, divine, mental, visual) 30 feet. When a creature starts its turn in the aura, it must attempt a DC 21 Wisdom saving throw. If the creature fails, it gains weakness 5 to all damage until the start of its next turn. The angatra can activate or deactivate this aura by using a single action, which has the concentrate trait.
Speed 40 feet
Melee claw +15 (agile, finesse), Damage 2d4+6 slashing plus painful wounds
Ancestral Wrath The angatra gains a +2 status bonus to attack rolls and DCs against individuals who are descended from the people who created it.
Painful Wounds (mental) When the angatra hits a creature with a claw Strike, the creature must make a DC 22 Fortitude save.
Critical Success The creature becomes temporarily immune to Agonizing Pain for 24 hours.
Success The creature takes 1d4 mental damage.
Failure The creature takes 2d4 mental damage and is enfeebled 1 for one round.
Critical Failure The creature takes 2d4 mental damage and is enfeebled 1 for one minute.

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