Ghost Mage Creature 10
CEMediumGhostIncorporealSpiritUndeadPathfinder Bestiary (Second Edition), page 167; family: Ghost
A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath.
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
Site Bound
AC 27; Fort +16, Ref +19, Will +22
HP 135, negative healing, rejuvenation; Immunities death effects, disease, paralyzed, poison, precision, unconscious;
Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Rejuvenation (divine, necromancy) Completing the ghost mage’s project allows it to move on to the afterlife.
Speed fly 25 feet
Melee ◆ ghostly hand +21 (agile, finesse, magical), Damage 2d8+12 negative
Arcane Innate Spells DC 29, attack +23; 5th cone of cold, hallucination; 4th phantasmal killer, suggestion; 3rd blindness, dispel magic, nondetection; 2nd telekinetic maneuver (×2); 1st ray of enfeeblement (×2); Cantrips (5th) detect magic, ghost sound, mage hand, prestidigitation, read magic
Frightful Moan ◆ (auditory, divine, emotion, enchantment, fear, mental) DC 29
Telekinetic Assault ◆◆ (divine, evocation) 6d6 bludgeoning, DC 29
