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Ghostly GuardCreature 15


RareCEMediumGhostIncorporealSpiritUndead
Source Pathfinder Kingmaker
Perception +29 (darkvision)
Languages Elven, Sylvan
Skills Acrobatics +29, Intimidation +29, Nature +27, Stealth +31
Str -5, Dex +4, Con +0, Int +4, Wis +6, Cha +6

AC 35; Fort +23; Reflex +27; Will +29;
HP 210 (negative healing, rejuvenation)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Ghostly Rapier One Action +27 (+22, +17) to hit (deadly d8, finesse) 3d6 + 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.

Shame

A ghostly guard suffers from shame when it attacks a target that appears to be an elf or a worshipper of Calistria. Forgive Foe can be attempted against a ghostly guard with a DC 39 diplomacy check or DC 39 society check. If a ghostly guard is affected by a critical success from Forgive Foe, it sighs in relief as it fades away, its soul released into the afterlife.

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)

Slaying or forgiving Nyrissa allows the ghostly guards to move on to their long-delayed afterlives, as does achieving a critical success with Forgive Foe.


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.

Ectoplasmic Maneuver One Action (attack)

The ghostly guard lashes out with a whipping strand of solid ectoplasm against a target within 15 feet, in an attempt to Disarm, Shove, or Trip the foe. It uses its ghostly rapier Strike rather than an Athletics check to determine the results of this attempt.

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 36 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.

Sneak Attack

A ghostly guard deals 3d6 extra precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.



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.