Tuesday, March 19, 2019

Who you gonna call?

Festering Spirit, Haramil's Corruption
CR 9                                                                                                               XP: 6,400
Variant festering spirit (Pathfinder RPG Bestiary 4 98)
CE Large undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura stench (DC 15, 10 rounds)
AC 19, touch 19, flat-footed 13 (+4 deflection, +5 Dex, +1 dodge, -1 size)
HP 89 (11d8+40)
Fort +7, Ref +9, Will +8
Defensive Abilities incorporeal; Immune undead traits; Resist channel resistance +2
Speed fly 40 ft. (good)
Melee +1 vicious lance +15/+10 (1d8+10/×3 plus 2d6) or incorporeal touch +13 (1d4 Con plus slime) Reach 20 ft. with lance
Space 10 ft., Reach 10 ft.
Special Attacks create spawn, slime, trample (1 Con plus slime, DC 19)
Str -, Dex 20, Con -, Int 6, Wis 12, Cha 18
Base Atk +8; CMB +14; CMD 29
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Focus (lance)
Skills Fly +8, Intimidate +9, Perception +15, Stealth +14
SQ ghost touch, undersized weapons
Gear Medium +1 vicious lance
Environment  any land or underground
Organization solitary, pair, or gang (3-6)
Treasure incidental
Create Spawn (Su) A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
Ghost Touch (Su) A festering spirit can manipulate corporeal objects that weigh up to 25 pounds as if those objects had the ghost touch special ability.
Slime (Su) A festering spirit's slime resembles the putrefying sludge of decaying corpses. Any creature that is hit by the spirit's incorporeal touch attack, passes through its square, or hits it with a natural weapon or unarmed strike must attempt a DC 16 Fortitude save. On a failure, the creature is nauseated for 1d4 rounds, and on a success the creature is staggered for 1 round. A festering spirit's slime persists on objects and creatures for 1d10 minutes but has no harmful effect after its initial contact. Creatures immune to poison or disease are immune to this ability. The save DC is Charisma-based.
Trample (Ex) The DC of a festering spirit's trample is Charisma-based.

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