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Ioseff XarwinCreature 9


UniqueCEMediumGhostIncorporealSpiritUndead
Source Pathfinder Adventure: Malevolence
Perception +16 (darkvision)
Languages Aklo, Common, Infernal
Skills Arcana +17, Lore +21, Lore +17, Deception +19, Intimidation +19, Occultism +21, Society +19, Stealth +18
Str -5, Dex +3, Con +0, Int +6, Wis +3, Cha +4

AC 29; Fort +15; Reflex +18; Will +18;
HP 112 (negative healing, rejuvination)
Speed 0 feet (fly 25 feet)
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Resistances All 10

Bloody Ectoplasmic Lash One Action +19 (+15, +11) to hit (agile, finesse, magical, reach 10) 2d8+7 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

Ioseff Xarwin is site bound to his laboratory.

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.

Recoil

If a character forcefully presents Fulvia's ring to Ioseff as an action with the manipulate trait, he must attempt a DC 26 will save; he's thereafter immune to Recoil for 24 hours.


Critical Success Ioseff is unaffected.

Success Ioseff takes 4d6 mental damage and is Frightened 1.

Failure Ioseff takes 8d6 mental damage and is Frightened 2.

Critical Failure Ioseff takes 8d6 mental damage, is frightened 2, and is Stunned 3.

Rejuvination (divine, necromancy)

When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.


In order to put Ioseff to rest, the following three conditions must be met after defeating Ioseff but before he rejuvenates:

Shame

Ioseff takes a -1 item penalty to attack rolls and saving throws against a character who carries Fulvia's ring. This penalty doubles to -2 against a character who wears Fulvia's ring. At the start of ttheir turn, a character who possesses Fulvia's ring can attempt a secret DC 20 perception check; on a success, they sense a faint compulsion fueled by outrage to present Fulvia's ring to the ghost.

Incite Insurrection Reaction

Trigger A creature within 30 feet of Ioseff fails a saving throw against one of his spells


Effect Ioseff infuses the magic of his spell with the agonies of his own death. In addition to any effects caused by the triggering spell, the target must also attempt a DC 28 fortitude save. or contract internal insurrection at stage 1 (stage 2 on a critical failure)

Internal Insurrection (disease); Level 7.

The target can't recover from the clumsy condition from internal insurrection until the disease is cured

Stage 1 Clumsy 1 (1 day)

Stage 2 Clumsy 2 (1 day)

Stage 3 clumsy 2 and Flat-Footed (1 day)

Stage 4 Clumsy 3 and flat-footed (1 day)

Stage 5 death, and the target's body splits apart into a mass of fragments that crawls outward in a 10-foot-emanation before perishing, leaving a bare skeleton surrounded by gore.

Malevolent Possession Two Actions

Ioseff Xarwin attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell, except since Ioseff Xarwin doesn't have a physical body, it is unaffected by that restriction of the spell.

The target must attempt a DC 28 will save.


Critical Success The target is unaffected.

Success You possess the target but can't control it. You ride along in the body while the spell lasts.

Failure You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's Controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.

Critical Failure You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is Controlled by you.

A character who carries Fulvia's ring on their person gains a +4 item bonus to their save and treats the result of the save as one degree of success better than their rolled result. If Ioseff attempts to use this ability on a character who wears Fulvia's ring, he can attempt a Perception check against the ring-wearer's Stealth DC to notice the ring in time to avoid the attempt; on a success, he loses the two actions he took to make the attempt but avoids further effects. If he doesn't notice the ring and attempts to possess the ring-wearer, the ring-wearer automatically gains a critical success on their Will save, Ioseff is Stunned 3, and he can't use Malevolent Possession again for 24 hours.

Phantasmal Amputation

Frequency once per day


Effect Ioseff holds up the stump of his left arm, and the streaming blood begins to form a ghostly hand that he then uses to point out a humanoid creature within 30 feet. That creature must attempt a DC 28 fortitude save.


Critical Success The creature is Sickened 1 by a sudden, agonizing pain in their left hand.

Success As critical success, but the creature also takes 2d6 slashing damage and is Clumsy 1 for 1 round as they feel as if their left hand just got lopped off by a hatchet.

Failure The creature is Sickened 2, takes 5d6 slashing damage, and is Clumsy 2 for 1 minute as they feel as if their left hand just got lopped off by a hatchet.

Critical Failure The PC is Sickened 3 and takes 8d6 slashing damage and 2d6 Persistent Bleed Damage as their left hand appears to detach and fall to the floor before instantly decaying into bones. The PC is clumsy 2 and Wounded 1. As soon as this wounded condition is removed, the PC's hand miraculously returns and the clumsy condition ends.


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

Cantrips (5th Level): Daze, Ghost Sound, Light, Mage Hand, Telekinetic Projectile
1st Level: Command, Fear, Ray of Enfeeblement
2nd Level: Gentle Repose, Mirror Image, Telekinetic Maneuver
3rd Level: Dream Message, Paralyze, Slow
4th Level: Grim Tendrils, Nightmare, Phantasmal Killer
5th Level: Banishment, Summon Entity

Ritual

2nd Level: Inveigle
4th Level: Extract Brain



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.