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From Pathfinder Society Special #3-98: Expedition Into Pallid Peril, which isn't enabled.

Wailing Ghost

CREATURE 2
Perception +8
Languages Common, Dwarven
Skills Dwarven Lore +6, Religion +8, Stealth +8
Str -5, Dex +2, Con +0, Int +0, Wis +2, Cha +2
Site Bound

The wailing ghost is bound to the labyrinth and can't stray from its location.


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 17; Fort +6, Ref +8, Will +6
HP 15, void healing; Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 2 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Rejuvenation (divine)

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 20 feet
Melee Ghostly Hand +10 (agile, finesse, magical), Damage 1d6+3 void
Weeping Moan (auditory, divine, emotion, fear, mental)

The wailing ghost shakes with a terrible sob, forcing each living creature within 15 feet to attempt a DC 18 Will save. On a failure, a creature becomes Frightened 1 (or Frightened 2 on a critical failure). On a success, a creature is temporarily immune to this ghost's Weeping Moan for 1 minute.

Pathfinder Society Special #3-98: Expedition Into Pallid PerilOGL