🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Debased RelicCreature 6


Rare​Medium​Chaotic​Evil​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Society Scenario #3-14: The Tomb Between Worlds
Perception +12 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Elven
Skills Acrobatics +14, Intimidation +15, Stealth +14
Str -5, Dex +4, Con +0, Int +0, Wis +2, Cha +5

AC 22; Fort +8; Reflex +14; Will +14;
HP 80 (void healing)
Speed 0 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 5

Deadly Spark One Action +17 (+12, +7) to hit (air, divine, electricity) 1d12+3 Electricity

Lifesense (Imprecise) 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Amulet Relic (curse, divine)

The corrupted relic is an amulet cursed to contain a malevolent spirit. The statistics in this stat block are for the spirit when it's manifested (see Manifest). The amulet can't take any actions except Sudden Manifestation and Manifest. As long as the spirit is manifested, the amulet is immune to spells and magical abilities and uses the saves listed here.

Regardless of whether the spirit is manifested, the amulet can be targeted by Strikes (AC 24, Hardness 5, BT 20). It is not incorporeal. If the amulet becomes broken, the spirit is bound within and can't Manifest, and if the amulet is destroyed, so is the spirit. Destroying the spirit frees the amulet from its curse.

Sudden Manifestation Reaction

Trigger The relic detects a creature using its lifesense


Effect The relic Manifests. If this causes an encounter to begin, the relic gains a +4 status bonus to its initiative roll.

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.

Death Gaze Two Actions (concentrate, divine, void)

The spirit targets a creature it can see within 30 feet, dealing to it 5d6 void damage (DC 23 fortitude save).

A creature with void healing instead regains 5d6 healing Hit Points and is then temporarily immune for 10 minutes.

Manifest One Action (divine)

Requirements The relic detects at least one creature using its lifesense


Effect The spirit within the relic manifests in an open space within 10 feet of the amulet. When it does, the relic teleports around its neck. The spirit remains in its manifested state until it no longer senses any living creatures within range of its lifesense.


Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession.

Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind.

The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit's abilities. Someone who claims the relic might gain different gifts from those aspects.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.