Grimbal

Level 6
Creature· evilUniqueMediumLegacy
AC 22
HP 75 (void healing, rejuvenation)
Speed 0 ft.
Fort +10
Ref +16
Will +13
Perc +13
Size Medium
Unique
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 5 (except force, ghost touch, vitality; double vs non magical)
Languages common, dwarven
Senses darkvision
Speeds 0 ft., fly 25 ft.
Skills stealth +14
Recall Knowledge occultism or religion DC 32

Attacks

Melee Ghostly Hand +16/+12/+8(agile, finesse, magical)
Damage: 2d8+6 void
Effect: drain mind

Abilities

Site Boundinteraction

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.

Rejuvenationdefensive(divine)

Restoring Grimbal's head from area F4 to his remains in this room allows him to move on to the afterlife.

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 Mindoffensive(divine)

When Grimbal damages a living creature with his ghostly hand Strike, the ghost gains 5 temporary Hit Points, and the creature must succeed at a DC 24 will save or become Stupefied 1. Further damage dealt by the ghost increases this stupefied value by 1 on a failed save to a maximum of Stupefied 4. Each time a creature affected by drain mind gets a full night's rest, decrease its stupefied value caused by drain mind by 1.