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Jervis Stoot



Recall Knowledge - Undead (Religion): DC 38
Unspecific Lore: DC 36
Specific Lore: DC 33

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 Jervis StootCreature 12

Legacy Content

Unique CE Medium Ghost Incorporeal Spirit Undead 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 131
Male human ghost
Perception +23; darkvision
Languages Abyssal, Common
Skills Crafting +21 ((+25 woodcarving)), Deception +25, Intimidation +25, Religion +23, Sandpoint Lore +21, Stealth +24
Str -5, Dex +5, Con +3, Int +2, Wis +4, Cha +6
Trinket Bound Jervis Stoot can normally stray only a short distance from the underground chambers atop Chopper's Isle just north of Sandpoint, but when the head of the clockwork songbird is brought out of that area, Stoot can follow. As long as a creature he possesses carries the head, he can travel as he wishes, but no further than 5 miles from the town of Sandpoint.

AC 30; Fort +20, Ref +24, Will +23
HP 170 (negative healing, rejuvenation); Immunities blindness, death effects, disease, paralyzed, poison, precision, unconscious, visual effects; Resistances all damage 10 (except force, ghost touch, positive, or Strikes from birds or avian creatures [including creatures who fly with wings, but not creatures who fly through magic alone]; double resistance vs. non-magical)
Rejuvenation (divine, necromancy) If Jervis is destroyed, he rejuvenates back in the underground chambers below Chopper's Isle and seeks out the carrier of the clockwork songbird's head as long as they remain within 5 miles of Sandpoint. If the architect of his whole doom, the Red Bishop, is slain, Stoot can move on to the afterlife.
Speed fly 25 feet
Melee [one-action] ghostly hatchet +24 [+20/+16] (agile, finesse, magical), Damage 2d6+2+11 negative plus 1d6 persistent bleedpersistent bleedGhostly Murder [two-actions] (divine, necromancy) Jervis Stoot raises a hand high, and a murder of ghostly crows manifests in a vortex above his hand. He then lowers his hand to point in a direction, and the murder of ghostly crows swarms out in a 20-foot cone. All creatures caught in the area must attempt a DC 32 Reflex save. Jervis can't use Ghostly Murder again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes 6d6 slashing damage.
Failure The creature takes 10d6 slashing damage and 2d6 persistent bleed damage.
Critical Failure The creature takes 15d6 slashing damage, 5d6 persistent bleed damage, and is blinded. The blindness persists until it's healed via an effect like restore senses.
Malevolent Possession [two-actions] he ghost attempts to possess an adjacent corporeal creature, but only against a creature that carries the head of the clockwork songbird somewhere on their person. This has the same effect as the possession spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.Tears of Blood [two-actions] (divine, necromancy) Frequency once per day; Effect Jervis Stoot makes a plucking motion with his fingers. One creature he can sense within 30 feet experiences the agony of their eyes being plucked out and takes 12d6 mental damage from the pain (DC 32 basic Fortitude save, plus blinded for 1 minute on a critical failure).