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Wailing GhostCreature 2


UncommonNMediumGhostIncorporealSpiritUndead
Source Pathfinder Society Special #3-98: Expedition Into Pallid Peril
Perception +8
Languages Common, Dwarven
Skills Lore +6, Religion +8, Stealth +8
Str -5, Dex +2, Con +0, Int +0, Wis +2, Cha +2

AC 17; Fort +6; Reflex +8; Will +6;
HP 15 (negative healing)
Speed 0 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 2

Ghostly Hand One Action +10 (+6, +2) to hit (agile, finesse, magical) 1d6+3 Negative

Site Bound

The wailing ghost is bound to the labyrinth and can't stray from its location.


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 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.

Weeping Moan One Action (auditory, divine, emotion, enchantment, fear, mental)

The wailing ghost shakes with a terrible sob, forcing each living creature within emanation15 feet to attempt a DC 18 will save. On a failure, a creature becomes Frightened 1 (or Frightened 2 on a critical failure). On a success, a creature is temporarily immune to this ghost's Weeping Moan for 1 minute.



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.