Ghostly Mob
Creature 8- Perception
- +16; darkvision
- Languages
- Common, Necril
- Skills
- Acrobatics +16, Dwelling Lore (applies to the place the mob is bound to) +16, Stealth +18
- Str −5, Dex +4, Con +3, Int +0, Wis +4, Cha +4
Site Bound A ghostly mob can stray no farther than 240 feet from where its members were killed.
- AC
- 25; Fort +15, Ref +14, Will +18
- HP
- 105, rejuvenation, void healing, Thresholds 70 (3 segments), 35 (2 segments); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Weaknesses area damage 8, splash damage 8; Resistances all damage 10 (except force or ghost touch or spirit or vitality) (double resistance vs. non magical)
Rejuvenation (divine) When a ghostly mob is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghostly mob can be permanently destroyed only if someone sets right whatever prevents the troop from resting.
Troop Defenses Thresholds 70 (3 segments), 35 (2 segments)
Troop Movement
- Speed
- 25 feet, troop movement
Clutching Hands ◆ ◆ to ◆◆◆
Frequency once per round
Effect The troop attacks enemies in a 5-foot emanation, with a DC 23 basic Reflex save. The damage depends on the number of actions.
◆ 1d6+3 void damage
◆◆ 3d6+6 void damage
◆◆◆ 4d6+9 void damage
Frightful Chorus ◆◆ (auditory, divine, emotion, fear, mental) The ghostly mob howls in anguish, sharing the pain of their death with any living creature that can hear them. This painful wailing forces each living creature in a 30-foot emanation to attempt a DC 26 Will save or become Frightened 2 (Frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute.
Source: Pathfinder Monster Core 2