Jin Durwhimmer
Creature 9 (unique) — ghost, incorporeal, spirit, undead
Pre-Remaster content. May include legacy alignment.
Source: kingmaker-bestiary (Pre-Remaster)
Perception +19
Skills nature +17, religion +17, stealth +17
Str
-5
Dex
+4
Con
+2
Int
+2
Wis
+4
Cha
+2
AC 25
Fort +15
Ref +19
Will +19
HP 120
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 25 feet
Offense
Melee Ghostly Hand +19, Damage 2d8+10 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) — Jin is put to rest if both Darivan (area C7 ) and the bloom of Lamashtu (area C10 ) are defeated.
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
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 28 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 28 Reflex save.
Spells
Awaken Animal (rank 6)
Commune with Nature (rank 6)
Primal Call (rank 6)
Run Jin Durwhimmer in the encounter builder — free, no install.
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