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GliminalCreature 9


RareNMediumIncorporealPositiveSpirit
Source Pathfinder Bestiary 3
Perception +18 (darkvision, lifesense 60 feet)
Languages Jyoti, Telepathy 60 Feet
Skills Acrobatics +19, Arcana +15, Medicine +18, Lore +19, Religion +16
Str -5, Dex +6, Con +4, Int +2, Wis +3, Cha +5

AC 27; Fort +19; Reflex +21; Will +16;
HP 160
Speed 0 feet (fly 60 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Negative 10

Scintillating Claw One Action +19 (+15, +11) to hit (agile, finesse, magical) 3d8 + 7 Positive
Radiant Ray One Action +19 (+14, +9) to hit (light, magical, positive) 4d8 Positive

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.

Telepathy 60 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

At-Will Spells

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

Positive Nature

A gliminal doesn't gain the automatic or temporary Hit Points from being on a plane with the positive planar essence.

Radiant Mantle (aura, light, positive, visual)

30 feet Aura


The gliminal emits bright light in the area, and dim light out to 60 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a DC 25 fortitude save or become Dazzled until the end of its turn.

If the mantle is counteracted or suppressed, the gliminal loses their resistance and can't use Bond in Light until the mantle returns.

Bond in Light One Action (healing, necromancy, positive, primal)

The gliminal magically links to one living creature within the radius of their radiant mantle. This creature glows with bright light in a 20-foot emanation and dim light to 40 feet.

While the link is in effect, the target has fast healing 10, and any time the target needs to defend against an attack or attempt a save, the gliminal can substitute their own AC or corresponding save bonus if it's higher than the target's.

Any time the target takes damage, the gliminal can choose to divert any amount of that damage to themself. The damage has the same type and still applies the gliminal's immunities, resistances, and weaknesses.

The link remains until the target is more than 120 feet away, the gliminal falls unconscious, or the gliminal uses Bond in Light again.

Effect: Bond in Light

Overpowering Healing (necromancy, positive, primal)

When a gliminal grants positive healing that would heal a living creature above their maximum Hit Points, including the fast healing HP from their Bond in Light ability, the excess is granted as temporary Hit Points.

Unlike normal, these temporary HP combine with each other, and they last for 1 hour. If a creature's temporary HP from a gliminal ever exceeds its maximum HP, it becomes overloaded and explodes in a burst of positive energy.

A creature with temporary HP from overpowering healing becomes Sickened 1, or Sickened 2 if the temporary HP equal half their maximum HP or more. The creature can't reduce this sickened condition unless it has 0 temporary HP.

Overpowering healing doesn't apply to creatures with the positive trait.


Primal Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Light
1st Level: Heal (At Will)
3rd Level: Searing Light
5th Level: Chromatic Wall


Beholding the blinding light of a gliminal is akin to staring into the sun, and consequently, only gliminals themselves fully understand what they are or how they truly look. Gliminals exude a constant aura of positive energy, suffusing everything they encounter without regard for whether a creature's body can withstand these excesses of positive energy.

On the Positive Energy Plane they call home, gliminals view outsiders as unfortunate creatures afflicted with the malady called mortality. They seek to suffuse mortals with light and healing until they no longer suffer, and they consider those who explode into positive energy cured. Gliminals pulled to other planes, whether summoned or through interplanar rifts, find themselves overwhelmed, and usually lash out in increasingly desperate attempts to escape the oppressive onslaught of matter and negative energies.


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.

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.