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From Pathfinder Bestiary 3, which isn't enabled.

Nemhaith

CREATURE 15

This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings-friends, family, fellow worshippers, or even sacrificed innocents-to form a single nemhaith.

Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light.


Perception +31; darkvision
Languages Common; telepathy 100 feet
Skills Deception +27, Diplomacy +27, Dwelling Lore +25, Intimidation +29, Religion +31, Stealth +29
Str -5, Dex +6, Con +0, Int +4, Wis +8, Cha +6
Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Site Bound

The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.


A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.


AC 36; Fort +23, Ref +27, Will +29
HP 255, void healing, rejuvenation; Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Bound Spirits (aura, divine, void)

10 feet. 4d6 void damage DC 36 basic Fortitude save

Rejuvenation (divine)

Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife.


When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed fly 40 feet
Melee Spirit Tendril +29 (agile, finesse, magical), Damage 3d10+14 void plus Drain Life
Melee Spirit Dart +29 (agile, magical), Damage 3d8+14 void plus Drain Life
Divine Innate Spells DC 36, attack +28; 8th Finger of Death (×3), Wall of Force, Harm (×3)
Drain Life (divine)

When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 Fortitude save or become Drained 2.

Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4.

Rage of Spirits

The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic damage and 4d6 void damage (DC 36 basic Fortitude save).

Throw Spirits

The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits.

The nemhaith regains these abilities when the spirits return to the nemhaith's space.

Pathfinder Bestiary 3OGL