🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ghostly MobCreature 8


UncommonCEGargantuanGhostIncorporealTroopUndead
Source Pathfinder #182: Graveclaw
Perception +16 (darkvision)
Languages Common, Necril
Skills Acrobatics +16, Lore +14, Stealth +16
Str -5, Dex +4, Con +3, Int +0, Wis +4, Cha +4

AC 25; Fort +15; Reflex +14; Will +18;
HP 105 (16 squares, negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, sleep
Weaknesses Area Damage 15, Splash Damage 10
Resistances All 10

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.

Form Up One Action

The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.

Site Bound

A ghostly mob can stray only a moderate distance from where its members were killed or the place it haunts. A typical limit is 240 feet.

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)

When a ghostly mob is destroyed, it re-forms after 2d4 days, fully healed. A ghostly mob can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the troop from resting.

Troop Defenses

Thresholds 70 (12 squares), 35 (8 squares)


Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.

A damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.

Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect.

Clutching Hands One Action (divine, necromancy)

One Action to Three Actions

Frequency once per round


Effect The troop attacks enemies within 5 feet (DC 25 basic reflex), with damage depending on the number of actions.

One Action> 1d6+3 negative damage

Two Actions> 3d6+6 negative damage

Three Actions> 4d6+9 negative damage

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

The ghostly mob howls in anguish, forcing each living creature in a 30-foot emanation to attempt a DC 25 will save or become Frightened 2 (Frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute.

Troop Movement

Whenever the ghostly mob Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), and then moves. This works just like a Gargantuan creature moving; for instance, if any of the ghostly mob's squares enter difficult terrain, the extra movement cost applies to the whole group.


When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly mobs are often unaware they're dead. The spirits trapped within the mob may try to carry out a semblance of their former lives, even though their memories are fragmentary and their forms are insubstantial. When forced to confront their true state, the spirits lash out in pain and violence.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.