Remnant of BarzillaiCreature 10
Source Pathfinder #147: Tomorrow Must Burn
Perception +22 (darkvision)
Languages Aklo, Azlanti, Common, Draconic, Elven, Gnomish, Halfling, Infernal, Jotun, Shadowtongue, Strix, Varisian
Skills Arcana +21, Deception +23, Religion +21, Society +19, Lore +21
Str -5, Dex +3, Con +0, Int +3, Wis +7, Cha +5
AC 29; Fort +14; Reflex +21; Will +23;
HP 135
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 8
Burning Mace +22 (+17, +12) to hit (magical, fire, shove) 2d6 Fire + 2d6+8 Bludgeoning
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.
Haunted Form (divine, necromancy)The remnant of Barzillai draws on the power of haunts, reinforcing his form when they are nearby. His resistance to all damage increases to 12 while he's within 60 feet of a haunt. When a haunt within 60 feet of Barzillai is disabled, he takes 20 force damage from the backlash.
Create Haunt (divine, necromancy)Frequency three times per day
Requirements The remnant of Barzillai is within Ravounel.
Effect The remnant of Barzillai stirs up and amplifies unsettled spirits in the area to create a single haunt of 6th level or lower at his present location. This haunt is permanent until it is disabled or the remnant of Barzillai is destroyed.
Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his spirit remain throughout the Ravounel region. On occasion, these scraps of sentience form a vague, Barzillai-shaped body from bits of the nearby terrain, but when near haunted locations, the spectral force can coalesce into a more precise body using ectoplasm siphoned from these haunts. In either form, the remnant carries a form of Barzillai's own burning mace, which dissolves into a thin mist 1 hour after the remnant is destroyed.
Remnants of Barzillai can manifest anywhere throughout Ravounel, and even after one remnant is defeated, another might arise later on. The undead inquisitor can be put to rest permanently only by retrieving his mace before it disappears, then burying it in a location consecrated by good clerics, where it must remain for at least a year undisturbed.
While a remnant of Barzillai can draw power from any haunt it is associated with, remnants tend to do so with specific haunts. The haunts presented are commonly associated with remnants of Barzillai. These are far from the only haunts Barzillai can create, however; the Silver Ravens' records mention many phenomena associated with the undead being, some of which deal with themes of various birds, the scents of mint and tea, and ghostly figures in heavy armor.
Traits
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.
IncorporealAn 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.