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DajermubeCreature 16


Uncommon​Medium​Evil​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder #172: Secrets of the Temple-City
Perception +33 (darkvision)
Languages Common, Telepathy 100 Feet
Skills Lore +25, Deception +29, Diplomacy +29, Intimidation +31, Religion +33, Stealth +31
Str -5, Dex +6, Con +0, Int +4, Wis +8, Cha +6

AC 38; Fort +25; Reflex +29; Will +31;
HP 255 (void healing, rejuvenation)
Speed 0 feet (fly 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Bound Spirits (aura, divine, void)

10 feet. 4d6 void damage, DC 36 fortitude

Rejuvenation (divine)

Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife.

Site Bound

The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.

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.

Drain Life (divine)

When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 fortitude save or become Drained 2.

Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4.

Rage of Spirits Two Actions

The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6[sonic],4d6 void4d6 sonic damage and 4d6 void damage (DC 36 fortitude save).

Throw Spirits One Action

The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits. The nemhaith regains these abilities when the spirits return to the nemhaith's space.


Divine Innate Spells (DC 38, +30 to hit)

1st Level: Harm
3rd Level: Wall of Radiance, Wall of Shadow
7th Level: Finger of Death


This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings-friends, family, fellow worshippers, or even sacrificed innocents-to form a single nemhaith.

Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

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.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.