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Charghar

Creature 4 (uncommon) — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverShadeAERIALundeadunholyincorporeal

Common urban legends in Geb warn of the vengeful spirits of those who've been cooked alive, collectively called charghars. While many Gebbites eat people in ways that don't involve cooking, there are some undead who've grown bored after centuries of the same diet. There are also some living people in the nation who've resorted to cannibalism: either downtrodden folks who cook and eat their neighbors and kin out of necessity, or socialites who dine on such fare because it's fashionable. Regardles

Source: blood-lords-bestiary (Pre-Remaster)

Perception +12; darkvision, lifesense 60 feet
Languages common, necril
Skills Cooking Lore +9, intimidation +11, stealth +12
Str
-5
Dex
+4
Con
+0
Int
+1
Wis
+2
Cha
+1
AC 20 Fort +8 Ref +12 Will +10
HP 35 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 5
Speed 0 feet, fly 25 feet

Offense

Melee Ghostly Cookware (finesse, magical) +13, Damage 3d6 void plus Impart Fears

Abilities

Lifesense 60 Feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Malevolent Mishaps (aura, emotion, mental, occult) — 10 feet. The charghar causes clumsiness and uncertainty in those nearby. Each creature that starts its turn in the aura must attempt a DC 21 Will save.

Success The creature is temporarily immune to Malevolent Mishaps for 1 minute.

Failure The creature becomes Clumsy 1 and Stupefied 1 until the start of its next turn. If the creature is living, the charghar Imparts Fears.

Critical Failure As failure, but Clumsy 2 and Stupefied 2.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Create Spawn (divine) — Any humanoid creature killed by a charghar and left unburied in the vicinity of a stove, oven, cauldron, or similar object rises as a free-willed charghar at the next dawn.
Impart Fears (curse, divine) — A living creature that is struck by a charghar's ghostly cookware Strike or fails a saving throw against the charghar's malevolent mishaps must attempt a DC 21 Will save. A creature affected by Impart Fears can attempt a new saving throw each day to remove the effect.

Success The creature is temporarily immune to Impart Fears for 24 hours.

Failure The creature becomes Frightened 1 each time it ingests anything or takes an action to prepare any food or drink.

Critical Failure As failure, but Frightened 2, and the creature can't reduce its frightened condition below 1.

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline holds attention on the ground while this incorporeal spirit floats above and applies its Will-save aura from a safe distance.
SnareLAND / AERIALA controller that pins a PC in place makes that target unable to escape the malevolent mishaps aura before Impart Fears can trigger.
CrasherLAND / AERIALA heavy striker finishes off targets already weakened by the void damage and fear this spirit inflicts from range.

PUNISHES

✖ clumping✖ low Will✖ melee reliance
Avoid stacking with another Weaver; redundant save-based debuffs offer diminishing returns once the party identifies the source.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #181: Zombie Feast.

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