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Ghost Monk

Creature 9 — ghost, incorporeal, spirit, undead

Pre-Remaster content. May include legacy alignment.

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +18
Skills occultism +17
Str
-5
Dex
+4
Con
+0
Int
+2
Wis
+6
Cha
+6
AC 25 Fort +15 Ref +19 Will +21
HP 115
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 40 feet

Offense

Melee Ghostly Fist +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) — Putting the abbot in A8 to rest brings peace to the ghost monks, allowing them to move on to the Serene Circle in Axis. 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 — Negative Healing
Flurry of Blows (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 (auditory, divine, emotion, fear, mental) — The ghost laments its fate, forcing each living creature within 30-foot emanation{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 (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 5d6 bludgeoning damage, subject to a DC 25 Reflex save.

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