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The Gardener

Creature 16 (unique) — ghost, incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +24
Skills crafting +28, deception +33, nature +26, religion +26, stealth +30
Str
-5
Dex
+6
Con
+3
Int
+6
Wis
+2
Cha
+9
AC 36 Fort +27 Ref +30 Will +26
HP 220
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 15
Speed 0 feet, fly 25 feet

Offense

Melee Spectral Hand +27, 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) — Releasing the nereid and allowing her to leave this place (or, alternatively, killing her) allows the Gardener 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 — Negative Healing
Corrupting Gaze — The ghost stares at a creature it can see within 30 feet. The target takes 9d6 void damage with a DC 37 Will save. A creature that fails its save is also Stupefied 1 for 1 minute.
Draining Touch — With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes Drained 1 for 1 day, and the ghost regains max 1,floor @actor.level/2 healing{HP equal to half its own level}.
Quickened Casting (concentrate, spellshape) — Frequency once per day. If the Gardener's next action is to cast a 6th- or lower level spell, reduce the number of actions to cast it by 1 (minimum 1 action).
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 9d6 bludgeoning damage, subject to a DC 37 Reflex save.

Spells

Vampiric Exsanguination (rank 6)
Black Tentacles (rank 5)
Confusion (rank 4)
Phantasmal Killer (rank 4)
Haste (rank 3)
Slow (rank 3)
Mirror Image (rank 2)
Dancing Lights (rank 1)
Daze (rank 1)
Electric Arc (rank 1)
Ray of Enfeeblement (rank 1)
Ray of Frost (rank 1)
Telekinetic Projectile (rank 1)

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