Dajermube

Level 16
Creature· evilUncommonMediumLegacy
AC 38
HP 255 (void healing, rejuvenation)
Speed 0 ft.
Fort +25
Ref +29
Will +31
Perc +33
Size Medium
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 10 (except force, ghost touch, vitality; double vs non magical)
Spells
Divine Innate Spells (DC 38, attack +30)
Languages common
Senses darkvision
Speeds 0 ft., fly 40 ft.
Skills religion +33, intimidation +31, stealth +31, deception +29, diplomacy +29
Recall Knowledge occultism or religion DC 37

Attacks

Melee Spirit Tendril +29/+25/+21(agile, finesse, magical)
Damage: 3d10 + 16 void
Effect: drain life
Ranged Spirit Dart +29/+25/+21 (range 100 ft.)(agile, magical)
Damage: 3d8 + 16 void
Effect: drain life

Abilities

Telepathy 100 feetinteraction(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.

Bound Spiritsdefensive(aura, divine, void)

10 feet. 4d6 void damage, DC 36 fortitude

Rejuvenationdefensive(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.

Site Bounddefensive

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

Void Healingdefensive

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.

Drain Lifeoffensive(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◆◆offensive

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 fortitude save).

Throw Spiritsoffensive

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.

Description

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.