Ghost Commoner
Creature 4- Perception
- +10; darkvision
- Languages
- Common
- Skills
- Dwelling Lore (applies to the place the ghost is bound to) +10, Stealth +12
- Str −5, Dex +3, Con +0, Int +0, Wis +2, Cha +2
Site Bound 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.
- AC
- 20; Fort +8, Ref +11, Will +8
- HP
- 30, rejuvenation, void healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed; Resistances all damage 5 (except force or ghost touch or spirit or vitality) (double resistance vs. non magical)
Rejuvenation (divine) Setting right the injustice that led to the commoner's death allows it to move on to the afterlife.
When a ghost is destroyed, it re-forms after 2d4 days 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
- Speed
- 0 feet, fly 25 feet
Melee ◆ ghostly hand +13 (agile, finesse, magical), Damage 2d6+2 void
Frightful Moan ◆ (auditory, divine, emotion, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 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.
Source: Pathfinder Monster Core