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Recall Knowledge - Spirit (Occultism): DC 41
Recall Knowledge - Undead (Religion): DC 41

Elite | Normal | Weak

KannitriCreature 13

Source Pathfinder #166: Despair on Danger Island pg. 19
Female human ghost monk
Perception +26; darkvision
Languages Tien
Skills Intimidation +26, Irori Lore +24, Occultism +24, Temple Lore +24
Str -5, Dex +5, Con +0, Int +3, Wis +6, Cha +7
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 33; Fort +19, Ref +24, Will +25
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 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. Burying Kannitri's remains in the courtyard or carving her name into the pagoda sculpture there (area A3) permanently puts her spirit to rest.
Speed fly 40 feet
Melee Single ActionSingle Action ghostly fist +28 [+24/+20] (agile, finesse, magical), Damage 3d8+13 negativeCorrupting Gaze Two ActionsTwo Actions The ghost stares at a creature it can see within 30 feet. The target takes 7d6 negative damage with a DC 33 basic Will save. A creature that fails its save is also stupefied 1 for 1 minute.Draining Touch Two ActionsTwo Actions With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level.Flurry of Blows Single ActionSingle Action (flourish) Kannitri makes two Strikes with her ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.