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Otari IlvashtiCreature 9


UniqueCGMediumGhostIncorporealSpiritUndead
Source Pathfinder #163: Ruins of Gauntlight
Perception +18 (darkvision)
Languages Common, Elven, Gnomish
Skills Acrobatics +18, Society +18, Stealth +20, Thievery +20
Str -5, Dex +6, Con +0, Int +4, Wis +3, Cha +4

AC 25; Fort +16; Reflex +20; Will +17;
HP 120 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Ghostly Hand One Action +19 (+15, +11) to hit (agile, finesse, magical) 3d6+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

Area D18


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)

Securing the four icons of the Roseguard and placing them on the altar in area D13 allows Otari to move on to the afterlife.


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.

Filth Fever (disease)

The Sickened and Unconscious conditions from filth fever don't improve on their own until the disease is cured.

Saving Throw DC 25 fortitude


Stage 1 carrier with no ill effect (1d4 hours)

Stage 2 Sickened 1 (1 day)

Stage 3 Sickened 1 and Slowed 1 as long as the affected creature remains sickened (1 day)

Stage 4 Unconscious (1 day)

Stage 5 dead

Infested Shadow Two Actions (conjuration, divine, teleportation)

Otari fades away, momentarily emerges from the shadow of another creature within 30 feet, and makes a ghostly hand Strike against a single target within reach of this creature (but not against the creature whose shadow he infests).

On a successful Strike, the target is also Flat-Footed until the start of Otari's next turn. Otari then reappears at his starting point.

The creature whose shadow Otari infests is exposed to filth fever.

Sneak Attack

Otari deals 2d6 extra precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.



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.