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Hungry GhostCreature 6


NMediumGhostIncorporealSpiritUndead
Source Pathfinder Book of the Dead
Perception +13 (darkvision)
Languages Common, Necril, One Other Language
Skills Deception +14, Diplomacy +14, Lore +18, Religion +17
Str -5, Dex +5, Con +0, Int +4, Wis +5, Cha +4

AC 23; Fort +12; Reflex +17; Will +15;
HP 60 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Ghostly Touch One Action +17 (+13, +9) to hit (agile, finesse, magical) 2d8+4 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.

Living Visage

While they have more than 30 HP, the hungry ghost appears to be a living creature. They have an automatic result of 34 on Deception checks and DCs to conceal their undead status and can Feed on the Living covertly.

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.

Feed on the Living Two Actions (divine, necromancy, negative)

The hungry ghost touches a creature in reach. If the target is a living creature, it takes damage from the ghost's ghostly touch with a DC 24 fortitude save. If the ghost is in their living visage, they can disguise Feed on the Living as a benign touch and delay the effects for 1 minute while keeping the target unaware of the effect. A creature can be affected by only one delayed Feed on the Living at a time, and if the ghost loses their living visage during that minute, the Feed on the Living is lost.


Critical Success The target's life energy overpowers the ghost. The hungry ghost takes 5 positive damage, and the target is unaffected.

Success The target takes half damage, and the hungry ghost regains HP equal to the damage dealt.

Failure The target takes full damage and is Enfeebled 1 for 1 minute, and the hungry ghost regains HP equal to the damage dealt.

Critical Failure The target takes double damage and is Enfeebled 2 for 1 minute, and the hungry ghost regains HP equal to the damage dealt.

Ravenous Undoing

In each 24-hour period, the hungry ghost must use Feed on the Living to consume 30 HP (any HP the ghost would gain count toward this total, even if the ghost has enough HP that they don't actually regain the full amount). If the ghost hasn't consumed enough HP, they mindlessly and recklessly feed on any living creature they come across until satiated.

Rejuvenation (divine, necromancy)

When destroyed, hungry ghosts reform after 2d4 days fully healed at whatever location they were at when last destroyed. They're only permanently destroyed when they have been given a proper burial, have had their grave cleaned and maintained for at least a year, or have been judged to be redeemed by Pharasma.


Hungry ghosts arise from those who didn't receive proper burials or whose graves were neglected. They are not bound to a site or item but are compelled to see opportunities to commit good deeds in hopes of gaining favors that can aid them in achieving a final rest. Their need to feed on living energy often conflicts with this goal, however.


Tethered to the world after death by powerful emotions that haven't been resolved, ghosts haunt the living as sad echoes of their former selves.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.