Ghost Of Diggen Thrune (3-4)Creature 4
Source Pathfinder Society Scenario #1-11: Flames of Rebellion
Perception +10 (darkvision)
Languages Common
Skills Deception +13, Lore +10, Stealth +12
Str -5, Dex +3, Con +0, Int +0, Wis +2, Cha +2
AC 20; Fort +8; Reflex +11; Will +8;
HP 30 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5
Ghostly Hand +13 (+9, +5) to hit (agile, finesse, magical) 2d6+2 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 BoundDiggen Thrune's ghost cannot leave the keep while Nashaxian still watches it. If Nashaxian is rendered unable to watch over him (such as if the PCs bind the devil to the keep), then Diggen can leave the keep. Still, his soul cannot pass on to the afterlife until he fulfills the terms of his contract.
Negative HealingA 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.
Object HabitationDiggen Thrune can occupy a magical object.
Diggen can't be targeted or harmed while occupying an object, but he can only exit the object with the assistance of a mortal in possession of the object.
Rejuvenation (divine, necromancy)Setting Diggen free from his contractual obligations with Nashaxian allows him to move on to the afterlife.
Frightful Moan (auditory, divine, emotion, enchantment, fear, mental)Diggen Thrune laments his fate, forcing each living creature within 30 feet to attempt a DC 21 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.
Traits
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.
IncorporealAn 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.