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Ioseff XarwinCreature 9


Unique​Medium​Chaotic​Evil​Ghost​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Adventure: Malevolence
Perception +16 (darkvision)
Languages Aklo, Common, Diabolic
Skills Lore +21, Lore +17, Arcana +17, Deception +19, Intimidation +19, Occultism +21, Society +19, Stealth +18
Str -5, Dex +3, Con +0, Int +6, Wis +3, Cha +4

AC 29; Fort +15; Reflex +18; Will +18;
HP 112 (void healing, rejuvination)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10

Site Bound

Ioseff Xarwin is site bound to his laboratory.

Recoil

If a character forcefully presents Fulvia's ring to Ioseff as an action with the manipulate trait, he must attempt a DC 26 will save; he's thereafter immune to Recoil for 24 hours.


Critical Success Ioseff is unaffected.

Success Ioseff takes 4d6 mental damage and is Frightened 1.

Failure Ioseff takes 8d6 mental damage and is Frightened 2.

Critical Failure Ioseff takes 8d6 mental damage, is frightened 2, and is Stunned 3.

Rejuvenation (divine)

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.


In order to put Ioseff to rest, the following three conditions must be met after defeating Ioseff but before he rejuvenates:

Shame

Ioseff takes a -1 item penalty to attack rolls and saving throws against a character who carries Fulvia's ring. This penalty doubles to -2 against a character who wears Fulvia's ring. At the start of ttheir turn, a character who possesses Fulvia's ring can attempt a secret DC 20 perception check; on a success, they sense a faint compulsion fueled by outrage to present Fulvia's ring to the ghost.

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.

Incite Insurrection Reaction

Trigger A creature within 30 feet of Ioseff fails a saving throw against one of his spells


Effect Ioseff infuses the magic of his spell with the agonies of his own death. In addition to any effects caused by the triggering spell, the target must also attempt a DC 28 fortitude save. or contract internal insurrection at stage 1 (stage 2 on a critical failure)

Internal Insurrection (disease); Level 7.

The target can't recover from the clumsy condition from internal insurrection until the disease is cured

Stage 1 Clumsy 1 (1 day)

Stage 2 Clumsy 2 (1 day)

Stage 3 clumsy 2 and Off-Guard (1 day)

Stage 4 Clumsy 3 and off-guard (1 day)

Stage 5 death, and the target's body splits apart into a mass of fragments that crawls outward in a 10-foot-emanation before perishing, leaving a bare skeleton surrounded by gore.

Malevolent Possession Two Actions

Ioseff Xarwin attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell, except since Ioseff Xarwin doesn't have a physical body, it is unaffected by that restriction of the spell.

The target must attempt a DC 28 will save.


Critical Success The target is unaffected.

Success You possess the target but can't control it. You ride along in the body while the spell lasts.

Failure You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's Controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.

Critical Failure You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is Controlled by you.

A character who carries Fulvia's ring on their person gains a +4 item bonus to their save and treats the result of the save as one degree of success better than their rolled result. If Ioseff attempts to use this ability on a character who wears Fulvia's ring, he can attempt a Perception check against the ring-wearer's Stealth DC to notice the ring in time to avoid the attempt; on a success, he loses the two actions he took to make the attempt but avoids further effects. If he doesn't notice the ring and attempts to possess the ring-wearer, the ring-wearer automatically gains a critical success on their Will save, Ioseff is Stunned 3, and he can't use Malevolent Possession again for 24 hours.

Phantasmal Amputation One Action (occult)

Frequency once per day


Effect Ioseff holds up the stump of his left arm, and the streaming blood begins to form a ghostly hand that he then uses to point out a humanoid creature within 30 feet. That creature must attempt a DC 28 fortitude save.


Critical Success The creature is Sickened 1 by a sudden, agonizing pain in their left hand.

Success As critical success, but the creature also takes 2d6 slashing damage and is Clumsy 1 for 1 round as they feel as if their left hand just got lopped off by a hatchet.

Failure The creature is Sickened 2, takes 5d6 slashing damage, and is Clumsy 2 for 1 minute as they feel as if their left hand just got lopped off by a hatchet.

Critical Failure The PC is Sickened 3 and takes 8d6[slashing],2d6 bleed8d6 slashing damage and 2d6 bleed damage as their left hand appears to detach and fall to the floor before instantly decaying into bones. The PC is clumsy 2 and Wounded 1. As soon as this wounded condition is removed, the PC's hand miraculously returns and the clumsy condition ends.


Innate Occult Spells (DC 28, +20 to hit)

Cantrips (5th Level): Daze, Ghost Sound, Light, Mage Hand, Telekinetic Projectile
1st Level: Command, Fear, Ray of Enfeeblement
2nd Level: Gentle Repose, Mirror Image, Telekinetic Maneuver
3rd Level: Dream Message, Paralyze, Slow
4th Level: Grim Tendrils, Nightmare, Phantasmal Killer
5th Level: Banishment, Summon Entity


Rituals

Inveigle, Extract Brain



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.

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.