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The Gardener CreatureCreature 16


UniqueLESmallGhostIncorporealSpiritUndead
Source Pathfinder Kingmaker
Perception +24 (darkvision)
Languages Common, Gnomish, Halfling
Skills Crafting +28, Deception +33, Nature +26, Religion +26, Stealth +30
Str -5, Dex +6, Con +3, Int +6, Wis +2, Cha +9

AC 36; Fort +27; Reflex +30; Will +26;
HP 220 (negative healing, rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Spectral Hand One Action +27 (+23, +19) to hit (agile, finesse, magical) 2d8+12 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 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)

Releasing the nereid and allowing her to leave this place (or, alternatively, killing her) allows the Gardener 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.

Corrupting Gaze Two Actions

The ghost stares at a creature it can see within 30 feet. The target takes 9d6 negative damage with a DC 37 basic will save.

A creature that fails its save is also Stupefied 1 for 1 minute.

Draining Touch Two Actions

With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit.

Instead, the target becomes Drained 1 for 1 day, and the ghost regains HP equal to half its own level.

Quickened Casting Free Action (concentrate, metamagic)

Frequency once per day.


If the Gardener's next action is to cast a 6th- or lower level spell, reduce the number of actions to cast it by 1 (minimum 1 action).

Telekinetic Assault Two Actions (divine, evocation)

The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 9d6 bludgeoning damage, subject to a DC 37 basic reflex save.


Arcane Spontaneous Spells (DC 34, +28 to hit)

Cantrips (8th Level): Dancing Lights, Daze, Electric Arc, Ray of Frost, Telekinetic Projectile
1st Level (1 slots): Ray of Enfeeblement
2nd Level (1 slots): Mirror Image
3rd Level (1 slots): Haste, Slow
4th Level (1 slots): Confusion, Phantasmal Killer
5th Level (1 slots): Black Tentacles
6th Level (1 slots): Vampiric Exsanguination



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.