Shrine CaretakerCreature 3
Source Pathfinder Season of Ghosts Hardcover Compilation
Perception +6 (darkvision)
Languages Common, Necril, (can't Speak Any Language)
Skills Acrobatics +9, Athletics +10
Str +4, Dex +3, Con +3, Int -2, Wis -1, Cha +0
AC 19; Fort +10; Reflex +12; Will +4;
HP 65 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious
Weaknesses Cold 5, Water 5
Fire Fist
+12 (+7, +2) to hit 1d6+4 Bludgeoning + 1d6 FireFire Mote
+11 (+6, +1) to hit 1d4+4 Fire + 1d6 FireIntense Heat (aura, fire)
5 feet. 2d6 fire, DC 17 reflex
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.
Water VulnerabilityWhen a shrine caretaker is dealt damage by a water effect, the undead is wracked by pain, becoming Stunned 1. Water can't douse the shrine caretaker's flames. A shrine caretaker who emerges into the rainstorm functions as if Sickened 2 as long as they remain in the downpour. They can't lower this sickened condition on their own, but it ends automatically if they end their turn in shelter (such as areas C3b or C3d).
Blazing Howl
(fire, occult)The shrine caretaker screams in agony, causing creatures in a 15-foot emanation to burst into flame, which deals 4d6 fire damage to each creature in the area (DC 17 will save). A creature that critically fails its save is Frightened 1; this frightened condition is an emotion, fear, and mental effect.
The caretaker can't use Blazing Howl again for 1d4 rounds.
Creatures whose lives end in flames can return as undead called combusted. Still burning even in death, they're consumed by everlasting anguish that drives them to reckless violence.
Although combusted can no longer be truly harmed by fire, they endure the final moments of their death eternally, searing them with endless burning pain. Many combusted attempt to douse themselves in lakes or rivers, believing the flames that wreath their forms must be the source of their pain. However, water is more hindrance than help, and being immersed in it only amplifies their agony.
No longer possessing the ability to communicate in anything other than agonized wails, combusted nonetheless retain their senses and memories. Yet they rarely seek to act on their past, for the pain drowns out thoughts of friendships, family, and vengeance. In time, combusted are driven to share their pain with others, for the instant their flames catch fire on another living being, they feel a single, fleeting moment of relief. This relief leads combusted into conflict with living creatures often, although those that attack large settlements rarely survive long.
Some combusted form from those who died via spontaneous combustion, suddenly becoming so hot they burst into flames. This mysterious process isn't fully understood, though some scholars attribute it to shifts in power in the Plane of Fire causing hot spots in the Material Plane powerful enough to kill. Much more rarely, combusted arise around areas with especially intense magical flames, such as forges used to create magic weapons, when the fire sets creatures ablaze, so they burn to death and transcend into undeath in mere moments.
Regardless of the source of their conflagration, the horrifying deaths that combusted suffered haunt them in the afterlife. Their charred, blackened corpses alight with flames are a constant reminder of their final moments in pain. The stench of burning flesh heralds their presence, each combusted leaving black smoke in their wake.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
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.