Candlaron's EchoCreature 21
Source Pathfinder #150: Broken Promises
Perception +35 (darkvision)
Languages Draconic, Elven, Sylvan
Skills Arcana +40, Diplomacy +36, Occultism +40, Religion +36, Stealth +34
Str -5, Dex +10, Con +0, Int +10, Wis +7, Cha +8
AC 46; Fort +30; Reflex +33; Will +36;
HP 315 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15
Ghostly Hand +39 (+35, +31) to hit (agile, finesse, magical) 8d8+8 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.
Site BoundThe Echo cannot leave the clearing.
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.
Negative 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.
Rejuvination (divine, necromancy)Candlaron's echo rejuvenates so long as Dahak's manifestation lives.
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.
Frightful Moan (auditory, divine, emotion, enchantment, fear, mental)Candlaron's echo laments its fate, forcing each living creature within 30 feet to attempt a DC 44 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 the echo's frightful moan for 1 minute.Telekinetic Assault (divine, evocation)The echo cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 12d6 bludgeoning damage subject to a DC 44 basic reflex save.
Arcane Innate Spells (DC 44, +39 to hit)
Cantrips (10th Level): Detect Magic, Ghost Sound, Mage Hand, Read Aura
1st Level: Grease, Ray of Enfeeblement
2nd Level: Blur, Dispel Magic, Telekinetic Maneuver
3rd Level: Blindness, Slow
4th Level: Resilient Sphere, Suggestion
5th Level: Cone of Cold, Crushing Despair, Hallucination
6th Level: Chain Lightning, Mislead
7th Level: Duplicate Foe, Prismatic Spray, Reverse Gravity
8th Level: Maze, Power Word Stun
9th Level: Disjunction, Telepathic Demand
10th Level: Wish
Traits
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.
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.