Gearghost
Description
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.
Combat Stats
- Melee
- 2 slams +5 (1d4-2)
- Space
- 2-1/2 ft.
- Reach
- 0 ft.
- DR
- 5/-
- Defensive Abilities
- channel resistance +4, rejuvenation
- Racial Modifiers
- +8 Craft (traps)
Ability Scores
Proficiencies
Weapons: Simple
Special Qualities
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.
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
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.
Skills
Craft (traps) +17, Disable Device +10, Fly +20, Knowledge (engineering) +9, Perception +12, Spellcraft +10, Stealth +24
Spells
- 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