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GhostCreature 4


Medium​Ghost​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Monster Core
Perception +10 (darkvision)
Languages Common
Skills Lore +10, Stealth +12
Str -5, Dex +3, Con +0, Int +0, Wis +2, Cha +2

AC 20; Fort +8; Reflex +11; Will +8;
HP 30 (rejuvenation, void healing)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances All Damage 5

Ghostly Hand One Action +13 (+9, +5) to hit (agile, finesse, magical) 2d6+2 Mental

Site Bound

A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

Rejuvenation (divine)

Setting right the injustice that led to the commoner's death allows it to move on to the afterlife.


When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

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.

Frightful Moan One Action (auditory, divine, emotion, fear, mental)

The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 will save. On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.


The ghost commoner is an ordinary person who believes they died unjustly.


When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Ghost

Lost souls that haunt the world as incorporeal undead are called ghosts.

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.