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ChargharCreature 4


UncommonCEMediumIncorporealSpiritUndead
Source Pathfinder #181: Zombie Feast
Perception +12 (darkvision, lifesense 60 feet)
Languages Common, Necril
Skills Lore +9, Intimidation +11, Stealth +12
Str -5, Dex +4, Con +0, Int +1, Wis +2, Cha +1

AC 20; Fort +8; Reflex +12; Will +10;
HP 35 (negative healing)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Ghostly Cookware One Action +13 (+8, +3) to hit (finesse, magical) 3d6 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.

Lifesense 60 Feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

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.

Malevolent Mishaps (aura, emotion, enchantment, mental, occult)

10-foot emanation Aura

The charghar causes clumsiness and uncertainty in those nearby. Each creature that starts its turn in the aura must attempt a DC 21 will save.


Success The creature is temporarily immune to Malevolent Mishaps for 1 minute.

Failure The creature becomes Clumsy 1 and Stupefied 1 until the start of its next turn. If the creature is living, the charghar Imparts Fears.

Critical Failure As failure, but Clumsy 2 and Stupefied 2.

Create Spawn (divine, necromancy)

Any humanoid creature killed by a charghar and left unburied in the vicinity of a stove, oven, cauldron, or similar object rises as a free-willed charghar at the next dawn.

Impart Fears (curse, divine, necromancy)

A living creature that is struck by a charghar's ghostly cookware Strike or fails a saving throw against the charghar's malevolent mishaps must attempt a DC 21 will save. A creature affected by Impart Fears can attempt a new saving throw each day to remove the effect.


Success The creature is temporarily immune to Impart Fears for 24 hours.

Failure The creature becomes Frightened 1 each time it ingests anything or takes an action to prepare any food or drink.

Critical Failure As failure, but Frightened 2, and the creature can't reduce its frightened condition below 1.


Common urban legends in Geb warn of the vengeful spirits of those who've been cooked alive, collectively called charghars. While many Gebbites eat people in ways that don't involve cooking, there are some undead who've grown bored after centuries of the same diet. There are also some living people in the nation who've resorted to cannibalism: either downtrodden folks who cook and eat their neighbors and kin out of necessity, or socialites who dine on such fare because it's fashionable. Regardless of the reason for cooking people, these efforts can create vengeful undead creatures who lurk wherever meals are being prepared, luring cooks into making careless or deadly mistakes.

Charghars have spectral humanoid forms, while their physical manifestations appear much as they did after they were cooked-as charred remains, gory corpses bearing disembodied butchered chunks that float nearby, or loose assemblages of boiled bones.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.