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Ghostly Mob

When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly mobs are often unaware they're dead. The spirits trapped within the mob may try to carry out a semblance of their former lives, even though their memories are fragmentary and their forms are insubstantial. When forced to confront their true state, the spirits lash out in pain and violence.

Recall Knowledge - Undead (Religion): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

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

Weak Ghostly MobCreature 7

Legacy Content

Uncommon CE Gargantuan Ghost Incorporeal Troop Undead 
Source Pathfinder #182: Graveclaw pg. 83
Perception +16; darkvision
Languages Common, Necril
Skills Acrobatics +14, Local Lore +12, Stealth +14
Str -5, Dex +4, Con +3, Int +0, Wis +4, Cha +4
Site Bound A ghostly mob can stray only a moderate distance from where its members were killed or the place it haunts. A typical limit is 240 feet.
AC 23; Fort +13, Ref +12, Will +16
HP 85 (negative healing, rejuvenation); Thresholds 70 (12 squares), 35 (8 squares); Immunities death effects, disease, paralyzed, poison, precision, sleep; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical); Weaknesses area damage 15, splash damage 10
Rejuvenation (divine, necromancy) When a ghostly mob is destroyed, it re-forms after 2d4 days, fully healed. A ghostly mob can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the troop from resting.Troop Defenses
Speed fly 25 feet, troop movement
Clutching Hands [one-action] to [three-actions] (divine, necromancy) Frequency once per round; Effect The troop attacks enemies within 5 feet (DC 23 basic Reflex save), with damage depending on the number of actions.
[one-action] 1d6+3 negative damage
[two-actions] 3d6+6 negative damage
[three-actions] 4d6+9 negative damage
Form Up [one-action] Frightful Chorus [two-actions] (auditory, divine, emotion, enchantment, fear, mental) The ghostly mob howls in anguish, forcing each living creature in a 30-foot emanation to attempt a DC 23 Will save or become frightened 2 (frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute.Troop Movement Whenever the ghostly mob Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), and then moves. This works just like a Gargantuan creature moving; for instance, if any of the ghostly mob's squares enter difficult terrain, the extra movement cost applies to the whole group.

Sidebar - Advice and Rules Echoes of Tragedy

The specific tragedy that created a ghostly mob might alter its abilities. For example, a ghostly mob spawned from a fire might have Burning Grasp rather than Clutching Hands, which deals fire damage instead of negative damage. A ghostly mob created in an earthquake might have Earthshaking Chorus rather than Frightful Chorus, which causes living victims to be slowed rather than frightened.