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Binumir

Whenever two individuals who share a strong emotional bond perish together, they might rise as a combined spirit known as a binumir. The two individuals' souls partially merge into a singular entity, though each one feels a constant longing for the other. This curse causes a binumir great distress and envy, leading the creature to lash out and attack others. Only the destruction of the binumir will liberate the two spirits and finally give them peace.

Binumirs commonly appear in places where people die sharing their last moments together, such as in settlements hit by natural disasters. The two spirits of a binumir are distinct. Each half retains the visage of the respective individual that died to later form part of the creature. The spirits typically appear holding hands, but they constantly search for each other. They cry and weep for their lost loved one, unable to recognize the other's presence right beside them.

Recall Knowledge - Spirit (Occultism): DC 18
Recall Knowledge - Undead (Religion): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite BinumirCreature 4

Legacy Content

LE Medium Incorporeal Spirit Undead 
Source Pathfinder #157: Devil at the Dreaming Palace pg. 82
Perception +12; darkvision
Languages Common
Skills Society +12
Str -4, Dex +4, Con +3, Int +0, Wis +1, Cha +0
AC 21; Fort +11, Ref +14, Will +10
HP 40 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 2 (except force, ghost touch, or positive; double resistance vs. non-magical)
Delay Condition The binumir's dual spirit takes longer to be affected by detrimental effects. When the binumir is the target of an effect that imparts the confused, controlled, fascinated, frightened, sickened, slowed, or stunned condition, the condition is automatically suppressed until the end of the binumir's next turn.
Speed fly 25 feet
Melee [one-action] ghostly hand +14 [+10/+6] (agile, finesse, magical), Damage 1d8+2+4 negativeAgonizing Wail [two-actions] (auditory, concentrate) The binumir unleashes a distressing cry that fills others with wrenching sadness. Creatures within 30 feet must attempt a DC 19 Will save.
Critical Success The target is unaffected and is temporarily immune to Agonizing Wail for 1 minute.
Success The target can't use reactions for 1 round.
Failure The target is slowed 1 and can't use reactions for 1 minute as it sobs uncontrollably. It can attempt a new Will save to end the effect at the end of each of its turns.
Critical Failure As failure, but the target can't make saves to end the effect.
Dual Assault [three-actions] The binumir makes four Strikes; no more than two can be against the same target. These attacks count toward the binumir's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.

Sidebar - Related Creatures Greater Binumirs

In some cases, several creatures that perish together form a more powerful binumir. These binumirs are generally Large or Huge and have thematic abilities based on the group. For example, a binumir arising from an order of slain monks might have ki abilities or ghostly strikes.