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Aron MordimusCreature 5


Unique​Medium​Ethereal​Incorporeal​Phantom​Spirit​
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +13 (darkvision)
Languages Common
Skills Athletics +-5, Crafting +11, Diplomacy +13, Society +11
Str -5, Dex +2, Con +5, Int +2, Wis +4, Cha +4

AC 19; Fort +14; Reflex +9; Will +11; –1 status penalty to all saves vs. death effects
HP 60
Speed 0 feet
Immunities bleed, disease, paralyzed, poison, precision

Phantom Clan Dagger One Action +12 (+8, +4) to hit (agile, dwarf, finesse, magical, parry, versatile b) 2d4+4 Piercing
Phantom Crossbow One Action +0 (-5, -10) to hit (magical, reload 1) 2d8+2 Piercing

Bound to Bastardhall

Unlike the typical phantom, Aron exists fully in the Ethereal Plane and cannot shift back and forth between this plane and the Universe.

–1 Status Penalty to All Saves vs. DeathBound Even in Death

As phantom, but if Aron is reduced to 0 Hit Points by any means, his soul does not return to the River of Souls. Instead, his soul is drawn into the soul vortex in the vault under Bastardhall (area I).

Physical Manifestation

Upon reaching rank 1, Aron manifests a semi-physical body. He loses the incorporeal trait, his immunities and resistances, and his fly Speed, and gains a land Speed of 25 feet. He has a Strength modifier of +0, an Athletics modifier of +7, an AC of 21, 80 HP, and Pour Elixir. His other statistics do not change.

Phantom Touch (spirit)

Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.

Pour Elixir Three Actions (manipulate, occult)

Requirements Aron has a physical body

Frequency twice per day


Effect Aron forms a pitcher in one hand from ectoplasm, then pours liquid from the pitcher out onto a solid surface. As the liquid pours, it forms into a single glass vial filled with an alchemical elixir of Aron's choice. He's always willing and eager to Pour an Elixir for the PCs when asked. An elixir created by this ability vanishes if not used within 24 hours of being poured. He can choose from the following options when he uses Pour Elixir: Moderate Antidote, Moderate Antiplague, Moderate Darkvision Elixir, Moderate Eagle Eye Elixir, or Lesser Elixir of Life.

Rank 2 Aron's elixirs are now greater versions rather than moderate (or in the case of an elixir of life, a moderate one instead of a lesser one).

Rank 3 Aron can now Pour Elixir three times a day, and his elixirs of life are now greater elixirs of life.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Ethereal

Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Phantom

A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death but are not undead.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.