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DajermubeCreature 16


UncommonNEMediumIncorporealSpiritUndead
Source Pathfinder #172: Secrets of the Temple-City
Perception +33 (darkvision)
Languages Common, Telepathy 100 Feet
Skills Deception +29, Diplomacy +29, Lore +25, Intimidation +31, Religion +33, Stealth +31
Str -5, Dex +6, Con +0, Int +4, Wis +8, Cha +6

AC 38; Fort +25; Reflex +29; Will +31;
HP 255 (negative healing, rejuvenation)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Spirit Tendril One Action +29 (+25, +21) to hit (agile, finesse, magical) 3d10 + 16 Negative
Spirit Dart One Action +29 (+25, +21) to hit (agile, magical, range increment 100) 3d8 + 16 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.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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.

Bound Spirits (aura, divine, necromancy, negative)

10 feet Aura


4d6 negative damage, DC 36 basic fortitude

Rejuvenation (divine, necromancy)

Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife.

Site Bound

The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.

Drain Life (divine, necromancy)

When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 fortitude save or become Drained 2.

Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4.

Rage of Spirits Two Actions

The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic damage and 4d6 negative damage (DC 36 basic fortitude save).

Throw Spirits One Action

The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits. The nemhaith regains these abilities when the spirits return to the nemhaith's space.


Divine Innate Spells (DC 38, +30 to hit)

3rd Level: Wall of Radiance, Wall of Shadow
8th Level: Finger of Death, Harm


This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings-friends, family, fellow worshippers, or even sacrificed innocents-to form a single nemhaith.

Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light.


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.