Gearghost

System: Pathfinder | SRD

Gearghost CR 5
CE Undead Tiny
Init +7 ; Senses darkvision 60 ft.; Perception +12
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 52 (7d8+21)
Fort +5 Ref +7 Will +7
DR 5/-
Immune undead traits
Offense
Speed fly 40 ft. (perfect)
Melee 2 slams +5 (1d4–2)
Space 2-1/2 ft. ; Reach 0 ft.
CMB +6 CMD 14
Statistics
Str 6, Dex 17, Con -, Int 15, Wis 14, Cha 17
Base Atk +5
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth)
Skills Craft (traps) +17, Disable Device +10, Fly +20, Knowledge (engineering) +9, Perception +12, Spellcraft +10, Stealth +24
Languages Aklo, Common, Undercommon
SQ create trap, resetter
Special Abilities
Create Trap (Su) 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.
Rejuvenation (Su) A destroyed gearghost reforms in 2d6 days. To permanently destroy a gearghost, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, every trap within 100 feet of the remains must be successfully disabled or destroyed before the gearghost is completely destroyed.
Resetter (Ex) 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.
Grasping arms emerge from a tangled cluster of debris and mechanical parts. A metal skull hovers above the clanging mess.

Add to encounter | Back to Monsters