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Debased RelicCreature 6


RareCEMediumIncorporealSpiritUndead
Source Pathfinder Society Scenario #3-14: The Tomb Between Worlds
Perception +12 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Elven
Skills Acrobatics +14, Intimidation +15, Stealth +14
Str -5, Dex +4, Con +0, Int +0, Wis +2, Cha +5

AC 22; Fort +8; Reflex +14; Will +14;
HP 80 (negative healing)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Spectral Hand One Action +17 (+13, +9) to hit (agile, finesse, magical) 2d6+6 Negative
Deadly Spark One Action +17 (+12, +7) to hit (air, divine, electricity, evocation, range 20) 1d12+3 Electricity

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 (Imprecise) 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.

Amulet Relic (curse, divine, necromancy)

The corrupted relic is an amulet cursed to contain a malevolent spirit. The statistics in this stat block are for the spirit when it's manifested (see Manifest). The amulet can't take any actions except Sudden Manifestation and Manifest. As long as the spirit is manifested, the amulet is immune to spells and magical abilities and uses the saves listed here.

Regardless of whether the spirit is manifested, the amulet can be targeted by Strikes (AC 24, Hardness 5, BT 20). It is not incorporeal. If the amulet becomes broken, the spirit is bound within and can't Manifest, and if the amulet is destroyed, so is the spirit. Destroying the spirit frees the amulet from its curse.

Sudden Manifestation Reaction

Trigger The relic detects a creature using its lifesense


Effect The relic Manifests. If this causes an encounter to begin, the relic gains a +4 status bonus to its initiative roll.

Death Gaze Two Actions (concentrate, divine, necromancy, negative)

The spirit targets a creature it can see within 30 feet, dealing to it 5d6 negative damage (DC 23 basic fortitude save).

A creature with negative healing instead regains 5d6 Hit Points and is then temporarily immune for 10 minutes.

Manifest One Action (divine, necromancy)

Requirements The relic detects at least one creature using its lifesense


Effect The spirit within the relic manifests in an open space within 10 feet of the amulet. When it does, the relic teleports around its neck. The spirit remains in its manifested state until it no longer senses any living creatures within range of its lifesense.


Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession.

Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind.

The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit's abilities. Someone who claims the relic might gain different gifts from those aspects.


Traits

Rare

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.

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.