Dajermube
Level 16Attacks
Abilities
10 feet. 4d6 void damage, DC 36 fortitude
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.
The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.
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.
The nemhaith's bound spirits rage and smash everything in a 30-foot area. Creatures in this area take 4d6 sonic 4d6 void (DC 36 fortitude save).
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.
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 guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light.