Jervis StootCreature 11
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +21 (darkvision)
Languages Chthonian, Common
Skills Lore +19, Crafting +19, Deception +23, Intimidation +23, Religion +21, Stealth +22
Str -5, Dex +5, Con +3, Int +2, Wis +4, Cha +6
AC 28; Fort +18; Reflex +22; Will +21;
HP 150 (void healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities bleed, blinded, death effects, disease, paralyzed, poison, precision, unconscious, visual
Resistances All Damage 10
Ghostly Hatchet
+22 (+18, +14) to hit (agile, finesse, magical) 1d6 BleedTrinket Bound
Jervis Stoot can normally stray only a short distance from the underground chambers atop Chopper's Isle just north of Sandpoint, but when the head of the clockwork songbird is brought out of that area, Stoot can follow. As long as a creature he possesses carries the head, he can travel as he wishes, but no further than 5 miles from the town of Sandpoint.
Avian VulnerabilityJervis' resistance to all damage is additionally bypassed by Strikes from birds or avian creatures (including creatures who fly with wings, but not creatures who fly through magic alone)
Rejuvenation (divine)If Jervis is destroyed, he rejuvenates back in the underground chambers below Chopper's Isle and seeks out the carrier of the Clockwork Songbird's head as long as they remain within 5 miles of Sandpoint. If the architect of his whole doom, the Red Bishop, is slain, Stoot can 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 HealingA 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.
Ghostly Murder
(divine)Jervis Stoot raises a hand high, and a murder of ghostly crows manifests in a vortex above his hand. He then lowers his hand to point in a direction, and the murder of ghostly crows swarms out in a 20-foot cone. All creatures caught in the area must attempt a DC 30 reflex save. Jervis can't use Ghostly Murder again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes 6d6 slashing damage.
Failure The creature takes 10d6[slashing],2d6 bleed10d6 slashing damage and 2d6 bleed damage.
Critical Failure The creature takes 15d6[slashing],5d6 bleed15d6 slashing damage, 5d6 bleed damage, and is Blinded. The blindness persists until it's healed via an effect like restore senses.
Malevolent Possession
(incapacitation, mental, possession)The ghost attempts to possess an adjacent corporeal creature that carries the head of the Clockwork Songbird somewhere on their person. This has the same effect as the Possession spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.
Tears of Blood
(divine)Frequency once per day
Effect Jervis Stoot makes a plucking motion with his fingers. One creature he can sense within 30 feet experiences the agony of their eyes being plucked out and takes 12d6 mental damage from the pain (DC 30 fortitude save, plus Blinded for 1 minute on a critical failure).
Traits
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.
GhostLost souls that haunt the world as incorporeal undead are called ghosts.
IncorporealAn 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.
SpiritEffects 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.
UndeadOnce 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.
UnholyEffects 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.