Belcorra HaruvexCreature 12
Source Pathfinder #165: Eyes of Empty Death
Perception +22 (darkvision, magic sense)
Languages Aklo, Common, Undercommon
Skills Arcana +23, Diplomacy +23, Intimidation +25, Occultism +26, Religion +22, Stealth +22
Str -5, Dex +4, Con +0, Int +5, Wis +4, Cha +7
AC 30; Fort +16; Reflex +22; Will +20; +1 status to all saves vs. magic
HP 175 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10
Ghostly Hand +24 (+20, +16) to hit (agile, finesse, magical) 3d8+12 Negative
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Magic Sense (detection, divination)Belcorra can sense the presence of magic auras as though she were always using a 1st-level Detect Magic spell. When she Seeks, she gains the benefits of a 3rd-level detect magic spell on things she sees.
Site BoundLowest three levels of the Abomination Vaults
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.
+1 Status to All Saves vs. MagicNegative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Rejuvenation (divine, necromancy)When Belcorra is destroyed, she re-forms in 2d4 days within the Empty Vault (though she can reduce that time by empowering herself with glimmers of Nhimbaloth's essence using the Ebon Fulcrum Lens).
Belcorra can only be permanently destroyed if she enacts her full revenge on Absalom or if Nhimbaloth devours her soul.
Blood MagicEach time Belcorra casts a sorcerer bloodline spell or an aberrant bloodline granted spell, she can grant herself or a target of the spell a +2 status bonus to Will saving throws for 1 round.
Effect: Blood Magic
Corrupting GazeBelcorra stares at a creature she can see within 30 feet. The target takes 9d6 mental damage (DC 33 basic will save).
A creature that fails its save is also Stupefied 1 for 1 minute.
Haunted LighthouseFrequency once every 10 minutes
Effect Belcorra extends her presence throughout the lowest three levels of Gauntlight until the end of her next turn. She can see with the benefits of All-Around Vision and can make ghostly hand attacks or use special abilities originating from any surface in this area.
Quickened CastingFrequency once per day
Effect If Belcorra's next action is to cast a sorcerer spell of 4th level or lower, she reduces the number of actions to cast it by 1 (minimum 1 action).
Occult Spontaneous Spells (DC 33, +25 to hit)
Cantrips (6th Level): Daze, Ghost Sound, Mage Hand, Message, Read Aura, Shield, Telekinetic Projectile
1st Level (4 slots): Mindlink, Ray of Enfeeblement, Spider Sting, True Strike
2nd Level (4 slots): Death Knell, Dispel Magic, See Invisibility, Telekinetic Maneuver, Touch of Idiocy
3rd Level (4 slots): Mind Reading, Nondetection, Paralyze, Vampiric Touch
4th Level (4 slots): Confusion, Globe of Invulnerability, Phantasmal Killer, Spell Immunity
5th Level (4 slots): Black Tentacles, Crushing Despair, Illusory Scene, Tongues
6th Level (4 slots): Feeblemind, Phantasmal Calamity, True Seeing
1st Level: Tentacular Limbs
3rd Level: Aberrant Whispers
6th Level: Planar Binding
7th Level: Legend Lore, Teleportation Circle
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.
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. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its 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 and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.