Vengeful ShadeCreature 10
Source Pathfinder #218: Titanbane
Perception +22 (darkvision)
Languages Common
Skills Lore +22, Intimidation +19, Religion +19
Str -5, Dex +5, Con +0, Int +3, Wis +4, Cha +7
AC 29; Fort +16; Reflex +23; Will +19;
HP 140 (rejuvenation, void healing)
Speed 0 feet (fly 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10
Site Bound
The vengeful shade can't pass beyond the city limits of Pol-Dhuraxilis.
Rejuvenation (divine)The vengeful shade can't move on to the afterlife until Ekriathe's current incarnation, Iapholi, either dies or makes amends to the shade.
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.
Cries of VengeanceWith every triumph, a chorus of hate-filled shouts erupts from the vengeful shade. Whenever the shade critically succeeds on a Strike, and whenever a creature critically fails a saving throw against the shade's Frightful Moan or Miserable Remorse, the shade gains a Disruption Point. The shade loses a Disruption Point whenever a creature critically succeeds at an attack roll against the shade and whenever the shade critically fails a saving throw.
Frightful Moan
(auditory, divine, emotion, fear, mental)The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 29 will save. On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.
Miserable Remorse (divine, emotion, fear, mental)A creature damaged by the shade's claw Strike is overcome with feelings of remorse and must attempt a DC 29 will save.
Critical Success The creature is unaffected.
Success The creature is Stupefied 1 for 1 round.
Failure The creature is stupefied 1 for 1 minute.
Critical Failure As failure, and the creature is Stunned 1 for 1 round.
Divine Innate Spells (DC 29, +21 to hit)
4th Level: Nightmare
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.