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Syarstik Painted-TigerCreature 5


UniqueNLargeGhostIncorporealSpiritUndead
Source Pathfinder #175: Broken Tusk Moon
Perception +14 (darkvision, scent (imprecise) 60 feet)
Languages Hallit
Skills Acrobatics +14, Intimidation +12, Nature +14, Stealth +14
Str -5, Dex +5, Con +0, Int -1, Wis +5, Cha +4

AC 21; Fort +9; Reflex +12; Will +16;
HP 40 (negative healing, rejuvenation)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Ghostly Fangs One Action +15 (+10, +5) to hit (finesse, magical) 2d6+6 Negative
Ghostly Claw One Action +15 (+11, +7) to hit (agile, finesse, magical) 2d4+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.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Site Bound

Syarstik can't leave Red Cat Cave, and he rarely ever leaves area E9


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)

When Syarstik is destroyed, he re-forms after 2d4 days within area E9, fully healed. Syarstik can be permanently destroyed only by a non-possessed wielder of the Primordial Flame.

Awaken Painting Two Actions (divine, transmutation)

Syarstik animates a cave painting within 60 feet for 10 minutes. The painting's movement mimics Syarstik's, so the connection between the ghost and the awakened painting is obvious. Creatures other than Syarstik within 10 feet of the awakened painting are Flat-Footed because of these eerie movements. Syarstik can make ghostly fangs Strikes at any creature within 10 feet of a cave painting; the target's cover or concealment from the cave painting, rather than from Syarstik, applies to this Strike.

A creature adjacent to an awakened painting can spend 2 actions to attempt a DC 18 occultism or DC 18 religion check (to compel the awakened painting to abate) or a DC 20 crafting or DC 20 thievery check (to thoroughly smear the cave painting). On a success, the painting is destroyed, and the animation ceases. Either way, this activity has the concentrate trait.

Destroying three awakened paintings quells Syarstik's anger, causing the great cat to cease his attacks.

Pounce One Action

Syarstik Strides and makes a Strike at the end of that movement. If he began this action Hidden, he remains hidden until after this ability's Strike.

Sneak Attack

Syarstik deals an additional 1d6 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.