All Creatures
Abilities | Monsters | NPCs


Belcorra Haruvex

Belcorra's background is detailed in the first volume of the Abomination Vaults Adventure Path, “Ruins of Gauntlight.” She's determined to renew her attack against Absalom once more, though her status as a ghost limits her. Despite Belcorra's brilliance and cunning, a perpetual fury consumes her. She rages for days at the slightest setback, making the implementation of her complex, far-reaching plan difficult. Belcorra knows the potential of the fulcrum lenses and the danger they pose, but she can't calm her mind enough to focus for long, even in the face of this existential threat.

Campaign Role

During their trek through the lowest levels of the Abomination Vaults, the heroes likely face Belcorra several times before they finally acquire the fulcrum lenses they need to defeat her for good. She learns about them from her wisp allies, as described in the sidebar on page 6, and you can thereafter use her whenever her appearance might cause the most tension. She should attack at least once on each dungeon level, as often as every couple of days. You shouldn't have Belcorra fight alongside other creatures until the adventure's finale—she's tough enough on her own!

Each time Belcorra attacks, she learns more about how the heroes fight and adapts her tactics and her preparations. She might cast spell immunity to protect herself from the heroes' most effective spells, true seeing or see invisibility to keep them in sight, or dispel magic to counter their magical defenses. She mocks the heroes for their failures and rages at their successes— remember, she has been aware of them since her test firing of Gauntlight's beam in “Ruins of Gauntlight.”

First Attack: As soon as Belcorra realizes the heroes' presence, she seeks them out, traveling through the Gauntlight footprint (areas A37 and B28). She casts phantasmal calamity at a distance and retreats, moving through walls if necessary so the heroes can't follow. Second Attack: Belcorra wants the heroes to fear her, so she approaches them more closely the second time and uses single-target spells like feeblemind and phantasmal killer while demanding the heroes flee her Abomination Vaults. With her message delivered, she retreats after only a few rounds.

Later Attacks: Once the heroes have recovered a fulcrum lens or the Fulcrum Lattice, Belcorra considers the heroes an actual threat, but her anger overrides her caution. She attacks with her full might, using her Corrupting Gaze and ghostly hand along with her spells. If she defeats a hero, she retreats, confident that they'll leave her alone.

Leveraging Agents: Belcorra has several living allies within the Abomination Vaults, including the urdefhan cult and the Children of Belcorra. She might send these groups after the heroes, insisting they let the heroes know they're acting on Belcorra's orders. Fortunately, neither group can muster large numbers, so the heroes should be able to manage an attack from them.

Killing Allies: Belcorra learns if the heroes make alliances, such as with nearby calignis or drow. She knows better than to face powerful, entrenched leaders like Galudu or Quara, but she might murder a few guards or direct monsters where they can most damage the heroes' allies. It's important to Belcorra that she leave some evidence (usually a single, injured survivor) to let the heroes know she had orchestrated the attack.

In the Footprint: Belcorra is most effective fighting the heroes who enter the Gauntlight footprint (areas A37 and B28) due to her Haunted Lighthouse ability.

The Final Attack: If the heroes defeat Belcorra shortly before they reach the Empty Vault, she uses the power of the Ebon Fulcrum Lens to hasten her rejuvenation so she can face them in her sanctum. Belcorra doesn't ever surrender or flee in the Empty Vault. The heroes could possibly face her there without yet having the ability to permanently defeat her. In this case, they'll need to retreat to collect the fulcrum lenses and return to face her again. Once the heroes can focus Nhimbaloth's gaze upon Belcorra, they can defeat the sorcerer for good.

Recall Knowledge - Spirit (Occultism): DC 40
Recall Knowledge - Undead (Religion): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Belcorra HaruvexCreature 12

Legacy Content

Unique CE Medium Ghost Incorporeal Spirit Undead 
Source Pathfinder #165: Eyes of Empty Death pg. 87
Perception +22; darkvision, magic sense
Languages Aklo, Common, Undercommon
Skills Arcana +23, Diplomacy +23, Intimidation +25, Occultism +26, Religion +22, Stealth +22
Str -5, Dex +4, Con +0, Int +5, Wis +4, Cha +7
Magic Sense (detection, divination) Belcorra can sense the presence of magic auras as though she were always using a 1st-level detect magic spell. When she Seeks, she gains the benefits of a 3rd-level detect magic spell on things she sees.
Site Bound (lowest three levels of the Abomination Vaults)
AC 30; Fort +16, Ref +22, Will +20; +1 status to all saves vs. magic
HP 175 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Rejuvenation (divine, necromancy) When Belcorra is destroyed, she re-forms in 2d4 days within the Empty Vault (though she can reduce that time by empowering herself with glimmers of Nhimbaloth's essence using the Ebon Fulcrum Lens). Belcorra can only be permanently destroyed if she enacts her full revenge on Absalom or if Nhimbaloth devours her soul.
Speed fly 25 feet
Melee [one-action] ghostly hand +24 [+20/+16] (agile, finesse, magical), Damage 3d8+12 negativeOccult Spontaneous Spells DC 33, attack +25; 6th dispel magic, feeblemind, phantasmal calamity, true seeing (4 slots); 5th black tentacles, crushing despair, illusory scene, tongues (4 slots); 4th confusion, globe of invulnerability, phantasmal killer, spell immunity (4 slots); 3rd mind reading, nondetection, paralyze, vampiric touch (4 slots); 2nd death knell, see invisibility, telekinetic maneuver, touch of idiocy (4 slots); 1st mindlink, ray of enfeeblement, spider sting, true strike (4 slots); Cantrips (6th) daze, ghost sound, mage hand, message, read aura, shield, telekinetic projectile
Rituals DC 33; 7th legend lore, teleportation circle; 6th planar binding
Sorcerer Bloodline Spells DC 33 (2 Focus Points); 6th aberrant whispers, tentacular limbs
Blood Magic Each time Belcorra casts a sorcerer bloodline spell or an aberrant bloodline granted spell, she can grant herself or a target of the spell a +2 status bonus to Will saving throws for 1 round.Corrupting Gaze [two-actions] Belcorra stares at a creature she can see within 30 feet. The target takes 9d6 mental damage (DC 33 basic Will save). A creature that fails its save is also stupefied 1 for 1 minute.Haunted Lighthouse [one-action] Frequency once every 10 minutes; Effect Belcorra extends her presence throughout the lowest three levels of Gauntlight until the end of her next turn. She can see with the benefits of all-around vision and can make ghostly hand attacks or use special abilities originating from any surface in this area.Quickened Casting [free-action] Frequency once per day; Effect If Belcorra's next action is to cast a sorcerer spell of 4th level or lower, she reduces the number of actions to cast it by 1 (minimum 1 action).

No Icon Belcorra Attacks!

Ghost stories work best when the ghost is an active and terrifying adversary. As soon as any of the will.of-wisps or dread wisps in this adventure see the heroes, they immediately alert Belcorra through the magic of the swampy basins throughout the Abomination Vaults. Belcorra is worried to hear that the heroes have penetrated this far, and she resolves to harry them until the other dungeon denizens can overcome them. The scope and timing of Belcorra's attacks are described above.

XP Award: Each time the heroes survive one of Belcorrafs attacks, award them 30 XP. Increase this to 80 XP if they manage to defeat her in a confrontation and force her to rejuvenate.