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CorpselightCreature 2

Source Pathfinder #163: Ruins of Gauntlight
Perception +7 (corpse sense (precise) 30 feet, darkvision)
Languages Common, Necril
Skills Athletics +7, Intimidation +8, Stealth +8
Str +3, Dex +4, Con +1, Int +1, Wis +1, Cha +2

AC 17; Fort +5; Reflex +10; Will +7;
HP 40 (negative healing)
Speed 25 feet (fly 25 feet)
Immunities death effects, disease, fear effects, paralyzed, poison, precision, unconscious

Jaws One Action +10 (+5, +0) to hit 1d8+6 Piercing
Claw One Action +10 (+6, +2) to hit (agile) 1d6+6 Slashing


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.

Corpse Sense (Precise) 30 feet

A corpselight can sense dead bodies within range. This is a precise sense that functions through solid barriers less than 5 feet thick.

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.

Sunlight Powerlessness

A corpselight exposed to sunlight is Stunned 2 and Clumsy 2, and cannot Claim a Corpse.

Wisp Form

When a corpselight is reduced to 0 Hit Points while merged with a corpse, it is instead reduced to 1 Hit Point as the corpse collapses to the ground and the corpselight emerges in its wisp form.

While in wisp form, a corpselight is Tiny and can take no actions other than Claim Corpse or Fly.

A corpselight that starts its turn in wisp form must attempt a DC 16 flat at the end of its turn; if it fails, it loses 1 Hit Point. A corpselight reduced to 0 Hit Points while in wisp form is destroyed.

Claim Corpse One Action (necromancy)

Prerequisites The corpselight is in wisp form and is adjacent to a Medium or Small corpse that hasn't been claimed by a corpselight in the past 24 hours

Effect The corpselight merges with the corpse, causes the corpse to Stand, and regains 3d6 Hit Points.

Effect: Claim Corpse - Fleshy

Effect: Claim Corpse - Skeletal

Death Light Three Actions (emotion, fear, mental, necromancy, occult)

Prerequisites The corpselight is in a corpse

Effect The corpselight emits a sickly blue beam of light from its mouth and eyes in a 20-foot cone. All living creatures in this area must attempt a DC 18 fortitude saving throw. If at least 1 creature fails its save, the corpselight regains 2d6 Hit Points, gaining any that exceed its maximum as temporary Hit Points that last for 1 minute.

The corpselight can't use again for 1d4 rounds.

Critical Success The creature is unaffected.

Success The creature takes 1d6 negative damage.

Failure The creature takes 2d6 negative damage and is Frightened 1.

Critical Failure The creature takes 4d6 negative damage and is Frightened 3.

A will-o'-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness-a corpselight. A corpselight instinctively seeks out a host corpse to dwell within, as its physical form quickly deteriorates if not hidden within a dead creature.



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.