CREATURE 4
Perception +10; darkvision
Skills Dwelling Lore +10 (applies to the fish camp), Stealth +12
Str -5 Dex +3 Con +0 Int +0 Wis +2 Cha +2
Site Bound Blue Finley can stray only a short distance from where they were killed or the place they haunt. A typical limit is 120 feet.
AC 20; Fort +8, Ref +11, Will +8
HP 30, rejuvenation; Immunities poison, sneak attack, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical)
Incorporeal A ghost has no body and can pass through physical objects, though it can't end its turn inside one. Most checks that use Strength and require a body, such as Grapple and Shove, don't work against a ghost, and a ghost can't use them against other creatures.
Rejuvenation (divine, necromancy) Setting right the injustice that led to Finley's death (as described in Putting Finley to Rest) allows them to move on to the afterlife. Otherwise, when the ghost is destroyed, they re-form, fully healed, after 2d4 days at the location to which they're bound.
Speed fly 25 feet
Melee ghostly hand +13 (agile, finesse, magical), Damage 2d6 + 2 negative
Frightful Moan (divine, enchantment, fear, mental) Each living creature within 30 feet who hears the ghost must attempt a DC 21 Will save. On a failure, a creature gains the frightened 2 condition (or frightened 3 on a critical failure). On a success, a creature can't be affected by this ghost's Frightful Moan for 1 minute.
TiO, page 20.
Open Blue Finley, Ghost Commoner in the interactive creatures list or browse all creatures starting with B.