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Grasping arms emerge from a tangled cluster of debris and mechanical parts. A metal skull hovers above the clanging mess.

Gearghost CR 5

XP 1,600
CE Tiny undead
Init +7; Senses darkvision 60 ft.; Perception +12


AC 18, touch 15, flat-footed 17 (+3 Dex, +3 natural, +2 size)
hp 52 (7d8+21)
Fort +5, Ref +7, Will +7
Defensive Abilities channel resistance +4, rejuvenation; DR 5/—; Immune undead traits


Speed fly 40 ft. (perfect)
Melee 2 slams +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 9th; concentration +12)

At willdetect magic, mending, telekinesis (DC 18)
3/daymake whole


Str 6, Dex 17, Con —, Int 15, Wis 14, Cha 17
Base Atk +5; CMB +6; CMD 14
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth)
Skills Craft (traps) +17, Disable Device +10, Fly +20, Knowledge (engineering) +9, Perception +12, Spellcraft +10, Stealth +24; Racial Modifiers +8 Craft (traps)
Languages Aklo, Common, Undercommon
SQ create trap, resetter


Create Trap (Su)

Once per week, a gearghost can create a trap of CR 4 or lower regardless of cost, materials, or skill checks. Two or more gearghosts working together on a trap can increase the maximum CR by 2 for each additional gearghost working in concert. For example, three gearghosts working together can create any CR 8 or lower trap in a week.

Rejuvenation (Su)

A destroyed gearghost reforms in 2d6 days. To permanently destroy a gearghost, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, every trap within 100 feet of the remains must be successfully disabled or destroyed before the gearghost is completely destroyed.

Resetter (Ex)

A gearghost can reset traps and keep them repaired with supernatural efficiency. A gearghost can reset a trap with a repair or manual reset as a move action. If a trap has an automatic reset that is longer than immediate, a gearghost can reset that trap as a free action.