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GrimbalCreature 6


UniqueNEMediumGhostIncorporealSpiritUndead
Source Pathfinder Adventure: Crown of the Kobold King
Perception +13 (darkvision)
Languages Common, Dwarven
Skills Stealth +14
Str -5, Dex +4, Con +0, Int +2, Wis +3, Cha +2

AC 22; Fort +10; Reflex +16; Will +13;
HP 75 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Ghostly Hand One Action +16 (+12, +8) to hit (agile, finesse, magical) 2d8+6 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 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)

Restoring Grimbal's head from area F4 to his remains in this room allows him to move on to the afterlife.

Drain Mind

When Grimbal damages a living creature with his ghostly hand Strike, the ghost gains 5 temporary Hit Points, and the creature must succeed at a DC 24 will save or become Stupefied 1. Further damage dealt by the ghost increases this stupefied value by 1 on a failed save to a maximum of Stupefied 4. Each time a creature affected by drain mind gets a full night's rest, decrease its stupefied value caused by drain mind by 1.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.