Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Creatures
Abilities | Filter | Monsters | NPCs


Ghost Monk

This creature did not include a description.

Recall Knowledge - Spirit (Occultism): DC 26
Recall Knowledge - Undead (Religion): DC 26

Elite | Normal | Weak
Proficiency without Level

Ghost MonkCreature 9

LNMediumGhostIncorporealSpiritUndead
Source Pathfinder #166: Despair on Danger Island pg. 15
Ghost adherents of Irori
Perception +18; darkvision
Languages Tien
Skills Irori Lore +17, Occultism +17, Temple Lore +17
Str -5, Dex +4, Con +0, Int +2, Wis +6, Cha +6
Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
AC 25; Fort +15, Ref +19, Will +21
HP 115 (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 a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Putting the abbot in A8 to rest brings peace to the ghost monks, allowing them to move on to the Serene Circle in Axis.
Speed fly 40 feet
Melee Single ActionSingle Action ghostly fist +21 [+17/+13] (agile, finesse, magical), Damage 2d8+12 negativeFlurry of Blows Single ActionSingle Action (flourish) The ghost monk makes two Strikes with their ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.Frightful Moan Single ActionSingle Action (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 25 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.Telekinetic Assault Two ActionsTwo Actions (divine, evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 5d6 bludgeoning damage, subject to a DC 25 basic Reflex save.