Gearghost
Formed from the unquiet soul of a thief wrenched from life by a wicked trap, a gearghost delights in rigging up the same threats and tortures to which it succumbed. Eager to witness the deaths of others, the gearghost prowls the place of its death, constantly maintaining and resetting any traps in that area as it waits for victims to fall into its clutches. A gearghost also has the ability to create and set new traps, and as such its lair is usually choked with perilous new snares, spikes, and pits. A gearghost only keeps treasure as a lure for hapless adventurers, often using such treasure as the trigger for one of its devious creations.
- HP
- 52 (7d8+21)
- AC
- 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
- Speed
- fly 40 ft. (perfect)
- Init
- +7
- Melee
- 2 slams +5 (1d4–2)
- Space
- 2-1/2 ft.
- Reach
- 0 ft.
- BAB
- +5
- CMB
- +6
- CMD
- 14
- Fort
- +5
- Ref
- +7
- Will
- +7
- DR
- 5/-
- Defensive Abilities
- channel resistance +4, rejuvenation
- Racial Modifiers
- +8 Craft (traps)
Weapons: Simple
Create Trap — Once per week, a gearghost can create a trap of CR 4 or lower regardless of cost, materials, or skill checks. Two or more gearghosts working together on a trap can increase the maximum CR by 2 for each additional gearghost working in concert. For example, three gearghosts working together can create any CR 8 or lower trap in a week. Example traps can be found on page 420 of Pathfinder RPG Core Rulebook.
Resetter — A gearghost can reset traps and keep them repaired with supernatural efficiency. A gearghost can reset a trap with a repair or manual reset as a move action. If a trap has an automatic reset that is longer than immediate, a gear ghost can reset that trap as a free action.
Flyby Attack, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Craft (traps) +17, Disable Device +10, Fly +20, Knowledge (engineering) +9, Perception +12, Spellcraft +10, Stealth +24
- Type
- Undead
- Alignment
- CE
- Size
- Tiny
- Environment
- any urban or underground
- Organization
- solitary or gang (2–6)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +12
- Languages
- Aklo, Common, Undercommon
- Source
- Bestiary 4
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mending (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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