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Nemhaith

Creature 15 (uncommon) — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverShadeAERIALincorporealspiritundeadunholy

This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings-friends, family, fellow worshippers, or even sacrificed innocents-to form a single nemhaith. Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guar

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +31; darkvision
Languages common; telepathy 100 feet
Skills deception +27, diplomacy +27, Dwelling Lore +25, intimidation +29, religion +31, stealth +29
Str
-5
Dex
+6
Con
+0
Int
+4
Wis
+8
Cha
+6
AC 36 Fort +23 Ref +27 Will +29
HP 255 (void healing, rejuvenation)
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 Spirit Tendril (agile, finesse, magical) +29, Damage 3d10+14 void plus Drain Life
Ranged Spirit Dart (agile, magical) +29, range 100 feet, Damage 3d8+14 void plus Drain Life

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Site Bound — The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.

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.
Bound Spirits (aura, divine, void) — 10 feet. 4d6 void damage DC 36 Fortitude save
Rejuvenation (divine) — Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits 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.
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.
Drain Life (divine) — When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 Fortitude save or become Drained 2.

Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4.
Rage of Spirits — The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic plus 4d6 void{4d6 sonic damage and 4d6 void damage} (DC 36 Fortitude save).
Throw Spirits — The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits.

The nemhaith regains these abilities when the spirits return to the nemhaith's space.
Divine Innate Spells DC 36, attack +28
7th Finger of Death (×3)
6th Wall of Force
1st Harm (×3)

WORKS WELL WITH

AnvilLANDAn Anvil holds enemies within the nemhaith's aura radius, ensuring Bound Spirits damage each round.
CrasherLANDA Crasher drives scattered enemies into clusters the nemhaith devastates with Rage of Spirits.
SniperLANDA Sniper capitalizes on the nemhaith's area weakening while remaining safely outside the auras.

PUNISHES

✖ physical damage✖ precision damage✖ clumping
AERIAL-only movement and Site Bound severely restrict viable encounter geography.
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 Bestiary 3.

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