Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
2d6+12 negative, DC 31
Ability
Funereal Touch
A creature touched by a llorona must attempt a DC 29 Fortitude save. On a failure, the creature becomes drained 1 (drained 2 on a critical failure) or increases their drained value by 1 (2 on a critical failure), up to a maximum of drained 4. Every time a creature becomes drained in this way, the llorona gains 10 temporary Hit Points for 1 hour.
Ability
Ghostly Grasp
A llorona can Grapple corporeal creatures despite being incorporeal. The llorona uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip.
Ability
Rejuvenation
(divine, necromancy) When a llorona is destroyed, they re-form after 1d6 days at the site of their death. Resolving the injustice that led to a llorona's death puts them to rest permanently. Alternatively, successfully performing a consecrate ritual at the site prevents them from re-forming.
Ability
Wail
(auditory, concentrate, enchantment, incapacitation, mental, occult) The llorona unleashes a somber wail. Each living creature within 120 feet must attempt a DC 31 Will save. Regardless of its result, the creature is then temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is fascinated with the nearest body of water and compelled to move toward the water and drown itself. If there's no nearby body of water, the creature instead remains still. The creature can attempt another DC 31 Will save at the end of each of its turns. On a success, the creature is no longer fascinated. Once the fascinated condition ends, the creature becomes stunned 1. Critical Failure As failure, except the creature receives another Will save only at the end of a round in which it's submerged in water.
Offense
Melee
Circumstance: combat round (melee)
ghostly hand +25 [+21/+17] (agile, finesse, magical), Damage 2d6+11 negative plus funereal touch and Grab
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
Perception
darkvision
Resistance
all damage 10 (except force
ghost touch
or positive