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FionnCreature 13


UniqueCELargeColdIncorporealSpiritUndead
Source Pathfinder Kingmaker
Perception +24 (darkvision)
Languages Common, Jotun, Sylvan
Skills Deception +27, Lore +23, Intimidation +27, Nature +24, Stealth +26, Survival +24
Str -5, Dex +5, Con +0, Int +4, Wis +5, Cha +8

AC 32; Fort +19; Reflex +22; Will +24;
HP 175 (negative healing, rejuvenation)
Speed 0 feet (fly 30 feet)
Immunities cold, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Ghostly Battle Axe One Action +27 (+22, +17) to hit (finesse, reach 10, sweep) 3d8+11 Negative + 2d6 Cold

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.

Bound to the Mortal Night

Unlike most ghosts, Fionn isn't bound to a specific site. Instead, his exile to the Material Plane has bound him to the night itself. He can travel anywhere he wishes, so long as it is night. During the day, he cannot travel further than thirty feet from the location he occupies as the sun rises. He cannot leave the Material Plane at all, and if he suffers an effect that would normally transport him to another plane, he remains on the Material Plane and instead is Stunned 3.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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)

In order to put Fionn permanently to rest, the PCs must release his brother Kean from Amiri's blade-doing so renders Fionn's plan to use Kean's soul to return to the First World impossible and causes the frustrated ghost to accept his fate and resign himself as well to the afterlife. Until this occurs, Fionn seeks out the blade each time he rejuvenates; now that he's seen the blade in person, he's capable of sensing its location at all times.


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.

Command the Undead One Action (necromancy)

Frequency once per round

Effect Fionn's orders are difficult for undead to ignore. When Fionn Commands the Undead, two undead allies who are lower level than him and are within 30 feet of him may Stride or Strike.

Exile's Curse Two Actions (attack, curse, enchantment, mental, misfortune, primal)

Fionn casts Outcast's Curse, extending the spell's range to 30 feet. A creature that fails its save against the spell is also Stupefied 1 (Stupefied 2 on a critical failure) by the overwhelming sensation and belief that they have been exiled from all they hold dear. This stupefaction value cannot be reduced below 1 as long as the creature continues to be affected by outcast's curse.

Fearsome Blizzard Two Actions (aura, cold, emotion, primal)

Fionn exhales a swirling blizzard of snow and ice that chills the soul as surely as it freezes flesh. All living creatures within 60 feet of Fionn must attempt a DC 33 fortitude save. Fionn can't use Fearsome Blizzard for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes 5d8 cold damage.

Failure The creature takes 10d8 cold damage and is Frightened 1; the frightened effect has the emotion, fear, and mental traits.

Critical Failure The creature takes 20d8 cold damage, is Frightened 2, and is Fleeing as long as they remain frightened. The frightened and fleeing effects have the emotion, fear, and mental traits.


Primal Innate Spells (DC 32, +22 to hit)

Cantrips (7th Level): Ray of Frost
2nd Level: Dispel Magic
3rd Level: Slow
4th Level: Outcast's Curse (At Will), Talking Corpse
5th Level: Cone of Cold, Wall of Ice
7th Level: Eclipse Burst



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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

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.