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Ghost MonkCreature 9


LNMediumGhostIncorporealSpiritUndead
Source Pathfinder #166: Despair on Danger Island
Perception +18
Languages Tien
Skills Lore +17, Occultism +17, Lore +17
Str -5, Dex +4, Con +0, Int +2, Wis +6, Cha +6

AC 25; Fort +15; Reflex +19; Will +21;
HP 115 (negative healing, rejuvenation)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Ghostly Fist One Action +21 (+17, +13) to hit (agile, finesse, magical) 2d8+12 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.

Site Bound

A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

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)

Putting the abbot in A8 to rest brings peace to the ghost monks, allowing them to move on to the Serene Circle in Axis.


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.

Flurry of Blows One Action (flourish)

The ghost monk makes two Strikes with their ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Frightful Moan Two Actions (auditory, divine, emotion, enchantment, fear, mental)

The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 25 will save. On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.

Telekinetic Assault Two Actions (divine, evocation)

The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 5d6 bludgeoning damage + 1d6 per 2 levels, subject to a DC 25 basic reflex save.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.