Korven WillachurCreature 8
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +18 (darkvision)
Languages Common, Varisian
Skills Lore +15, Intimidation +18
Str -5, Dex +4, Con +3, Int +3, Wis +4, Cha +6
AC 26; Fort +13; Reflex +16; Will +18;
HP 101 (rejuvenation, void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10
Site Bound
Area C28
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)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.
Compelling Order
(auditory, divine, emotion, linguistic, mental)Frequency once per round
Effect Korven barks out an order at a creature within 30 feet, filling his command with humiliating insults and implied threats of punishment if the order is disobeyed, choosing from one of the following commands: "drop your weapons," "kneel," "stand at attention," or "pledge your loyalty." The target must attempt a DC 26 will save with the following results, after which it is immune to Compelling Order for 1 minute.
Critical Success The creature can ignore the order; doing so causes Korven to sputter and rage, causing him to become Slowed 1 on his next turn.
Success The creature resists the order but takes 4d6 mental damage as it does so.
Failure The creature is compelled to spend its first action on its next turn following the order, and also takes 8d6 mental damage from the shame.
Critical Failure The creature is compelled to spend its entire turn following the order, and takes 16d6 mental damage from the shame.
Phantom Amputation (divine, emotion, fear, mental)Each time a creature takes damage in a round from the bloody tendril Strike extending from Korven's wrist, it believes its fingers, hand, or similar appendage has been amputated. The creature must succeed at a DC 26 will save or become Frightened 1 (Frightened 2 on a critical failure). If the creature is already frightened, it instead becomes Clumsy 1 for 24 hours on a failed save (or Clumsy 2 for 24 hours on 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.