Ghost Mage
Creature 10 — ghost, incorporeal, spirit, undead, unholy
WeaverShadeAERIALundeadghostincorporealvoid
A wizard who died with work incomplete might become a ghost mage. When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.
Source: pathfinder-monster-core
Perception +17; darkvision
Languages common, draconic
Skills arcana +22, intimidation +22, stealth +21
Str
-5
Dex
+3
Con
+0
Int
+6
Wis
+3
Cha
+6
AC 27
Fort +16
Ref +19
Will +22
HP 135 (rejuvenation, void healing)
Immunities death-effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances all-damage (except force, ghost-touch, spirit, vitality) 10
Speed 0 feet, fly 25 feet
Offense
Melee Ghostly Hand (agile, finesse, magical) +21, Damage 2d8+12 void
Abilities
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.
Rejuvenation (divine) — Completing the ghost mage's project allows it to move on to the afterlife.
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.
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.
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.
Frightful Moan (auditory, divine, emotion, fear, mental) — The ghost laments its fate, forcing each living creature within 30-foot emanation{30 feet} to attempt a DC 29 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 (divine) — 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 6d6 bludgeoning damage, subject to a DC 29 Reflex save.
Arcane Innate Spells DC 29, attack +23
5th Hallucination, Howling Blizzard
4th Suggestion, Vision of Death
3rd Blindness, Veil of Privacy
2nd Dispel Magic, Telekinetic Maneuver
1st Enfeeble
Cantrips (5th) Detect Magic, Figment, Prestidigitation, Read Aura, Telekinetic Hand
WORKS WELL WITH
AnvilLANDA land-bound bodyguard holds the front so this fragile caster can keep casting from behind cover.
SnareLAND / AERIALA controller that pins enemies in place turns the fear and force-damage emanations into near-certain effects.
CrasherLAND / AERIALA bruiser can finish off targets already Frightened and softened by the emanations before they recover.
PUNISHES
✖ clumping✖ low Will✖ melee reliance
Avoid stacking multiple Weavers; the party only needs to adapt once to counter Will-save-reliant spellcasters.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ghost Mage in the encounter builder — free, no install.
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