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Screaming SulfurCreature 10


UncommonNEHugeIncorporealSpirit
Source Pathfinder #171: Hurricane's Howl
Perception +22 (darkvision)
Languages Common
Skills Stealth +22
Str -5, Dex +7, Con +0, Int +3, Wis +7, Cha +3

AC 27; Fort +16; Reflex +20; Will +20;
HP 125 (negative healing, rejuvenation)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Ghostly Hand One Action +21 (+17, +13) to hit (agile, finesse, magical, reach 15) 2d8+15 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 screaming sulfur becomes bound to the location where the people whose souls make up its form died. It can stray up to 1,000 feet from this site of death, or up to 100 feet from the edges of any waterway associated with its death, whichever distance is shorter.


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.

Agonizing Cries (auditory, aura, emotion, mental)

30 feet Aura


The screaming sulfur constantly shrieks with the pained wails of countless spirits.

A living creature that enters or starts its turn in the aura must succeed at a DC 26 will save or become Frightened 1 as long as it remains in the aura (Frightened 2 on a critical failure).

A creature that succeeds is temporarily immune for 1 hour.

Rejuvenation (divine, necromancy)

Blessing the site where the screaming sulfur was formed and burying whatever dead remain allows the spirits within the screaming sulfur to move on to the afterlife, rendering it inert.


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.

Choke Two Actions (divine, illusion, mental)

The screaming sulfur bombards all creatures within its Agonizing Cries aura with visions of death and a feeling of suffocation. Each creature takes 4d6 mental damage (DC 26 basic will save).


A screaming sulfur is a creature born from gasping death and suffocating suffering. When an earthquake or other geological phenomena releases toxic gases, these gases can build up beneath lakes and other large bodies of water. Eventually, they escape the water, expanding into massive clouds that cover the immediate area. Its silent, unexpected arrival can take thousands of lives in an instant. Confused, in pain, and desperate for a way out, the dying souls become trapped in the noxious cloud and amass into this horrifying creature.

While not truly undead, a screaming sulfur shares many similarities with undead creatures, including the malice of vengeful spirits and the hatred of all living creatures who breathe freely and painlessly.

A screaming sulfur resembles a cloud made of countless, featureless faces, mouths agape and releasing ghastly wails.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.