Grasping arms emerge from a tangled cluster of debris and mechanical parts. A metal skull hovers above the clanging mess.
XP 1,600 DEFENSEAC 18, touch 15, flat-footed 17 (+3 Dex, +3 natural, +2 size) OFFENSESpeed fly 40 ft. (perfect)
At will—detect magic, mending, telekinesis (DC 18) STATISTICSStr 6, Dex 17, Con —, Int 15, Wis 14, Cha 17 SPECIAL ABILITIESCreate 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. |