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Xarwin's ManifestationCreature 7


UniqueCEMediumIncorporealUndeadWraith
Source Pathfinder Adventure: Malevolence
Perception +14 (darkvision, lifesense 60 feet)
Languages Aklo, Common, Infernal
Skills Acrobatics +14, Intimidation +17, Stealth +16
Str -5, Dex +3, Con +0, Int +6, Wis +3, Cha +4

AC 24; Fort +11; Reflex +14; Will +16; +1 status to all saves vs. positive
HP 90
Speed 0 feet (fly 40 feet)
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Resistances All 5

Spectral Hand One Action +17 (+12, +7) to hit (finesse) 2d8+7 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.

Drain Memory (necromancy, occult)

When the manifestation damages a living creature with its spectral hand Strike, the manifestation gains 5 temporary Hit Points, and the target must succeed at a DC 23 basic fortitude save or become Stupefied 1. Each time it deals damage to a creature, that creature's stupefied condition increases by 1 on a failed save, to a maximum of stupefied 4.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Manor Bound

The manifestation can't leave Xarwin Manor or the dungeons below.

+1 Status Bonus on Saves vs. PositiveNegative 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.

Recoil

If a character forcefully presents Fulvia's ring to Xarwin's manifestation as an action with the manipulate trait, he must attempt a DC 26 will save.


Critical Success Xarwin's manifestation is unaffected.

Success Xarwin's manifestation takes 4d6 mental damage and is Frightened 1.

Failure Xarwin' manifestation takes 8d6 mental damage, is Frightened 2, and Flees as long as he remains frightened.

Critical Failure Xarwin's manifestation is destroyed.

Haunting Touch

When the manifestation critically hits a creature with its spectral hand Strike, the creature's malevolence condition value increases by 1.



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.