The GardenerCreature 16
Source Pathfinder Kingmaker
Perception +24 (darkvision)
Languages Common, Gnomish, Halfling
Skills Crafting +28, Deception +33, Nature +26, Religion +26, Stealth +30
Str -5, Dex +6, Con +3, Int +6, Wis +2, Cha +9
AC 36; Fort +27; Reflex +30; Will +26;
HP 220 (void healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 15
Site Bound
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)Releasing the nereid and allowing her to leave this place (or, alternatively, killing her) allows the Gardener to 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.
Corrupting Gaze
The ghost stares at a creature it can see within 30 feet. The target takes 9d6 void damage with a DC 37 will save.
A creature that fails its save is also Stupefied 1 for 1 minute.
Draining Touch
With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit.
Instead, the target becomes Drained 1 for 1 day, and the ghost regains (max(1,floor(@actor.level/2))) healingHP equal to half its own level.
Quickened Casting
(concentrate, spellshape)Frequency once per day.
If the Gardener's next action is to cast a 6th- or lower level spell, reduce the number of actions to cast it by 1 (minimum 1 action).
Telekinetic Assault
(divine)The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 9d6 bludgeoning damage, subject to a DC 37 reflex save.
Arcane Spontaneous Spells (DC 34, +28 to hit)
Cantrips (8th Level): Dancing Lights, Daze, Electric Arc, Ray of Frost, Telekinetic Projectile
1st Level (1 slots): Ray of Enfeeblement
2nd Level (1 slots): Mirror Image
3rd Level (1 slots): Haste, Slow
4th Level (1 slots): Confusion, Phantasmal Killer
5th Level (1 slots): Black Tentacles
6th Level (1 slots): Vampiric Exsanguination
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.