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BinumirCreature 3


LEMediumIncorporealSpiritUndead
Source Pathfinder #157: Devil at the Dreaming Palace
Perception +10 (darkvision)
Languages Common
Skills Society +10
Str -4, Dex +4, Con +3, Int +0, Wis +1, Cha +0

AC 19; Fort +9; Reflex +12; Will +8;
HP 25 (negative healing)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 2

Ghostly Hand One Action +12 (+8, +4) to hit (agile, finesse, magical) 1d8+4 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.

Negative Healing

A 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.

Delay Condition

The binumir's dual spirit takes longer to be affected by detrimental effects. When the binumir is the target of an effect that imparts the Confused, Controlled, Fascinated, Frightened, Sickened, Slowed, or Stunned condition, the condition is automatically suppressed until the end of the binumir's next turn.

Agonizing Wail Two Actions (auditory, concentrate)

The binumir unleashes a distressing cry that fills others with wrenching sadness. Creatures within 30 feet must attempt a DC 17 will save.


Critical Success The target is unaffected and is temporarily immune to Agonizing Wail for 1 minute.

Success The target can't use reactions for 1 round.

Failure The target is Slowed 1 and can't use reactions for 1 minute as it sobs uncontrollably. It can attempt a new Will save to end the effect at the end of each of its turns.

Critical Failure As failure, but the target can't make saves to end the effect.

Dual Assault Three Actions

The binumir makes four Strikes; no more than two can be against the same target.

These attacks count toward the binumir's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Incorporeal

An 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.