Ghost Monk

Level 9
Creature· ghostMediumLegacy
AC
25
HP
115
Speed
0 ft.
Perception
+18
Fort
+15
Ref
+19
Will
+21
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage 10
Languages tien
Senses darkvision
Skills occultism +17
Other Speeds fly 40 ft.
Recall Knowledge DC 26 (occultism, religion)

Attacks

Melee Ghostly Fist +21 (agile, finesse, magical), Damage 2d8+12 void

Abilities

Site Boundinteraction

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

Putting the abbot in A8 to rest brings peace to the ghost monks, allowing them to move on to the Serene Circle in Axis.


When a ghost is destroyed, it re-forms after 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
Flurry of Blows

The ghost monk makes two Strikes with their ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Frightful Moan◆◆

The ghost laments its fate, forcing each living creature within 30-foot area to attempt a DC 25 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◆◆

The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot area. Creatures in this area take 5d6 bludgeoning damage, subject to a DC 25 reflex save.