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Gray DeathCreature 20


RareNEHugeIncorporealSpiritUndead
Source Pathfinder Adventure: Night of the Gray Death
Perception +33 (darkvision, lifesense 1,000 feet)
Languages Common, Telepathy 100 Feet
Skills Intimidation +40, Occultism +34, Performance +38, Society +34
Str -5, Dex +7, Con +4, Int +6, Wis +7, Cha +10

AC 44; Fort +31; Reflex +35; Will +33;
HP 330
Speed 0 feet (fly 60 feet)
Immunities disease, fear effects, paralyzed, poison, precision, unconscious
Weaknesses Mental 15
Resistances All 15

Hand One Action +38 (+33, +28) to hit (finesse, magical, reach, reach 15) 4d10+16 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.

Telepathy 100 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 1,000 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.

Soul Bleed (aura, necromancy, occult)

1000 feet Aura


Creatures that begin their turn in the area take 5d6 negative damage and must succeed at a DC 42 fortitude save or become Doomed 1. If the creature is 13th level or lower, this doomed condition from soul bleed is cumulative, increasing by 1 with each failed save until the creature dies (typically at doomed 4).

Flailing Touch Two Actions

The gray death makes up to four hand Strikes, each against a different target it can reach. It increases its reach to 100 feet with these Strikes. These Strikes count as one attack for the gray death's multiple attack penalty, and the penalty doesn't increase until after the attacks.

Life Sap

A creature damaged by the gray death's hand Strike must succeed at a DC 42 fortitude save or become Drained 1, and Paralyzed for 1 round on a critical failure.

Resentful Possession One Action (curse, occult, enchantment, mental, possession)

Frequency once per round


Effect The gray death chooses a living creature within 30 feet. The target must succeed at a DC 42 will save or a fragment of embittered soul-stuff lodges within the target's spirit and turns it against its allies. While the target has this fragment, it doesn't count as anyone's ally for the purposes of providing flanking, and a would-be ally casting a spell that normally works only on an ally on the creature must succeed at a DC 42 counteract check (level 20) or the spell has no effect. The fragment fades after 24 hours.

Spectral Lurker

The gray death isn't Slowed 1 when it starts its turn inside an object.



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.