Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Feed on the Living
(divine, necromancy, negative) The hungry ghost touches a creature in reach. If the target is a living creature it takes damage from the ghost's ghostly touch with a DC 24 Fortitude save. If the ghost is in their living visage they can disguise Feed on the Living as a benign touch and delay the effects for 1 minute while keeping the target unaware of the effect. A creature can be affected by only one delayed Feed on the Living at a time and if the ghost loses their living visage during that minute the Feed on the Living is lost. Critical Success The target's life energy overpowers the ghost. The hungry
ghost takes 5 positive damage, and the target is unaffected.Success The target takes half damage, and the hungry ghost regains HP equal to the damage dealt.Failure The target takes full damage and is enfeebled 1 for 1 minute and the hungry ghost regains HP equal to the damage dealt. Critical Failure The target takes double damage and is enfeebled 2 for 1 minute and the hungry ghost regains HP equal to the damage dealt.
Ability
Living Visage
While they have more than 30 HP, the hungry ghost appears to be a living creature. They have an automatic result of 34 on Deception checks and DCs to conceal their undead status and can Feed on the Living covertly (below).
Ability
Ravenous Undoing
In each 24-hour period, the hungry ghost must use Feed on the Living to consume 30 HP (any HP the ghost would gain count toward this total, even if the ghost has enough HP that they don't actually regain the full amount). If the ghost hasn't consumed enough HP, they mindlessly and recklessly feed on any living creature they come across until satiated.
Ability
Rejuvenation
(divine, necromancy) When destroyed, hungry ghosts reform after 2d4 days fully healed at whatever location they were at when last destroyed. They're only permanently destroyed when they have been given a proper burial, have had their grave cleaned and maintained for at least a year, or have been judged to be redeemed by Pharasma.
Offense
Melee
Circumstance: combat round (melee)
ghostly touch +17 [+13/+9] (agile, finesse, magical), Damage 2d8+4 negative
Trait
Ghost
Lost souls that haunt the world as incorporeal undead are called ghosts.
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Necril
one other language
Perception
darkvision
Resistance
all damage 5 (except force
ghost touch
or positive