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Gray MasterCreature 20


Unique​Medium​Incorporeal​Undead​Unholy​
Source Pathfinder #206: Bring the House Down
Perception +34 (greater darkvision)
Languages Common, Diabolic, Truespeech
Skills Lore +34, Lore +36, Acrobatics +35, Deception +36, Intimidation +38, Society +34, Stealth +37, Thievery +35
Str -5, Dex +7, Con +0, Int +6, Wis +6, Cha +7

AC 43; Fort +28; Reflex +37; Will +34;
HP 280 (void healing)
Speed 0 feet (fly 30 feet)
Immunities bleed, confused, death effects, disease, paralyzed, poison, unconscious
Resistances All Damage 15

Bite One Action +37 (+33, +29) to hit (agile, finesse, magical) 4d10+10 Piercing

Glide Aside Reaction (move)

Trigger A Strike targeting Gray Master fails or critically fails


Effect Gray Master dodges and redirects the attack to a creature adjacent to him and within reach of the triggering Strike. The attacker rerolls the Strike's attack roll against the new target.

Ignore Gauntlet Traps

Gray Master does not trigger any of the traps in his Gauntlet, and cannot be damaged by them.

Power of the Trap

As long as there's at least one trap in Gray Master's Gauntlet that isn't disabled or destroyed, Gray Master gains a +2 status bonus to AC and saving throws and deals an additional 1d6 spirit damage with his bite Strikes. Gray Master is automatically aware of any trap in his Gauntlet as soon as it is triggered, and also as soon as it is disabled or destroyed.

Scry Trap Reaction (divine)

Frequency once per minute

Trigger Gray Master senses a trap activate in his Gauntlet via Power of the Trap


Effect Gray Master casts scouting eye, but instead of creating an invisible, floating eye, he uses the triggering trap as the eye, and can see in all directions from it. He can Sustain the spell normally, and can continue to view through the trap even if it deactivates without being disabled or destroyed, but can't move his point of view away from it. If the trap is destroyed or disabled while Gray Master is observing through it, the spell ends and Gray Master takes 4d6 mental damage (DC 40 will save).

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.

Brushed by Death Two Actions

Gray Master Flies once and makes a Strike against up to three targets he passes through at his current attack modifier. Each attack counts toward his multiple attack penalty, but he does not increase his penalty until he has made all three attacks. Gray Master cannot use Brushed by Death again for 1d4 rounds.

Infectious Delirium One Action (divine, emotion, fear, mental)

Frequency once per minute


Effect Gray Master unleashes a blast of stilted laughter in a 20-foot emanation, lasting until the beginning of his next turn. Any creature in the area or entering it must succeed at a DC 39 will save or be overcome with conflicting thoughts, becoming Stupefied 3 (and also Confused for 1 minute on a critical failure). A creature attempts only one save per Infectious Delirium, and a creature that succeeds on its saving throw is temporarily immune for 24 hours.

Sneak Attack

Gray Master deals 3d6 extra precision damage to creatures who are Off-Guard.

Wrath of the Trap Two Actions (divine)

Frequency once per round

Requirements Gray Master is within 100 feet of an active complex trap


Effect Gray Master absorbs the power of the complex trap. It becomes inactive until the end of his next turn, and Power of the Trap deactivates until the complex trap becomes active again. The edges of Gray Master's cloak transform into knife-like blades that stab out at all nearby creatures. Any living creature within 10 feet of Gray Master takes 8d10[slashing],8d6 void8d10 slashing damage and 8d6 void damage (DC 40 reflex save).


Occult Innate Spells (DC 41, +33 to hit)

5th Level: Scouting Eye (At Will), Truespeech (Constant)
6th Level: Collective Transposition
7th Level: Possession
8th Level: Disappearance
9th Level: Seize Soul


A geist is an ever-shifting mass of black sack cloth, teeth, and mouths, folding in and out of itself and cackling like a thousand frenzied and doomed souls. Created when a haunt kills an evil person, a geist rises from a soul trapped on the plane of their demise, now connected to the dark energy radiating from haunts everywhere. They wander the world, looking for solace and never finding it. In frustration, they turn their malice back onto the living, antagonizing any nearby creatures, hoping to fatally lure their victims into the clutches of a haunt to be turned into another geist and share the torment.

Geists are occasionally mistaken for other incorporeal undead, such as wraiths and ghosts, but their proximity to haunts is one of the surest ways to determine the nature of the undead being encountered.


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.

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.

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.