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Chandriu InvisarCreature 6


UniqueCEMediumGhostIncorporealSpiritUndead
Source Pathfinder #163: Ruins of Gauntlight
Perception +17 (darkvision)
Languages Common, Elven, Undercommon
Skills Lore +18, Lore +18, Society +16, Stealth +15
Str -5, Dex +5, Con +0, Int +4, Wis +3, Cha +2

AC 23; Fort +12; Reflex +17; Will +11;
HP 64 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 7

Ghostly Hand One Action +16 (+12, +8) to hit (agile, finesse, magical) 3d8+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.

Site Bound

Area C36 and C37.


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 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.

Rejuvenation (divine, necromancy)

To put Chandriu to rest permanently, a hero must convince her to stop pining over Volluk with a successful DC 21 diplomacy check.

Regardless of the result of this check, Chandriu flies into a rage and attacks, but if the Diplomacy check is successful, she is Slowed 1 for 10 rounds while she fights. If defeated while she is slowed, she is put to rest.


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.

Despairing Cry Two Actions (auditory, divine, emotion, enchantment, mental)

Chandriu wails in despair at her loss and betrayal, forcing each living creature within 30 feet to attempt a DC 24 will save.

On a failure, a creature becomes Slowed 1 (Slowed 2 on a critical failure) for 1 round as they are overcome with sadness over their own missed opportunities. On a success, a creature is temporarily immune to Chandriu's Despairing Cry for 1 minute.



Traits

Unique

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.

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.