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TalamiraCreature 13


UniqueCNMediumGhostIncorporealSpiritUndead
Source Pathfinder #148: Fires of the Haunted City
Perception +24 (darkvision)
Languages Elven
Skills Acrobatics +27, Lore +30, Arcana +27, Nature +27
Str -5, Dex +4, Con +0, Int +6, Wis +5, Cha +4

AC 34; Fort +20; Reflex +23; Will +26;
HP 185 (negative healing, rejuvenation)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Ghostly Hand One Action +27 (+23, +19) to hit (agile, finesse, magical) 3d10+12 Negative

Site Bound (Jewelgate Way Station)

Jewelgate Way Station


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.

Rejuvenation (divine, necromancy)

Talamira's ghost is bound to the way station by the presence of the wailing crystals; if this hazard is deactivated or destroyed, Talamira sighs in relief as her memories are restored-this burst of psychic energy suffuses all PCs in the area, granting them access to the ancient tradition of magic she once followed, that of the crystal keeper archetype. A moment later, Talamira fades away, her soul moving 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.

Resonant Wail Two Actions (arcane, emotion, enchantment, mental, sonic)

Talamira releases an anguish-filled cry of despair. All creatures within 30 feet must attempt a DC 33 will save to resist.

Talamira can't use Resonant Wail for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature wails with anguish for 3 rounds. The shrieks resonate within the room's wailing crystals, giving the crystals a +2 status bonus on attack rolls against that creature during this time.

Failure As success, but the creature is Slowed 1 for 1 minute as it sobs uncontrollably. If the creature is already slowed 1 by crushing despair, it is Slowed 2 as long as it's under both effects simultaneously.

Critical Failure As failure, but the creature is also Stunned 3 from its overwhelming sadness.

Telekinetic Crystalline Assault Two Actions (divine, evocation)

Talamira fills the air with whirling crystals, dealing 7d6 slashing damage to all creatures in a 30-foot emanation (DC 33 basic reflex save).


Arcane Innate Spells (DC 33, +27 to hit)

Cantrips (7th Level): Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Shield
1st Level: Grease, Magic Missile (2x), Ray of Enfeeblement
2nd Level: Acid Arrow, Glitterdust, Mirror Image
3rd Level: Blindness, Fireball, Lightning Bolt, Paralyze, Slow
4th Level: Confusion, Phantasmal Killer, Suggestion
5th Level: Cone of Cold
6th Level: Chain Lightning, Flesh to Stone
7th Level: Power Word Blind, Spell Turning



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.