Pokemon Update: Yamask
Tiny Undead (Air, [Ghost]), CR 4
3 17 10 13 10 16
4d6 (14 HP), Init +7, Fly 20' (Perfect)
BAB/Grab: +3/-9
- Slam +8 Touch (1d2+3)
AC: 16 (+1 Size, +3 Dexterity, +2 Natural), Flat 13, Touch 14
Fort +1 Ref +4 Will +4
Feats: Spiritual Weapon (B),
Unliving Hide, Improved Initiative
Skills: Intimidate +7, Hide +11, Move Silently +7
Special Attacks: Astonish, Night Shade, Disable, Will-o-Wisp
Special Qualities: Ghost Pokemon Traits, Spell-Like Abilities, Protect, Haze,
Rare Traits:
Tutor Moves:
Advancement: 5-7 HD (Small); evolves into Cofagrigus at 8 hit dice
Hit Dice: 1d6 HP, Medium BAB, Good Will, 2 + Int skill points
This pokemon looks sort of like a small black caricature of a bird, except that in place of legs, it has a long tail that holds a golden face mask
Mummy Curse (Su): any foe that attacks, or is attacked by, Yamask must pass a Will Save (Charisma-based) or have their PokeAbility changed to Mummy Curse until the pokemon faints, is switched out, or the battle ends. This happens as soon as contact is made, before damage. If they save, they are immune to the Mummy Curse until the next time the sun sets. The sample Yamask has a Save DC of 15. This is a [PokeAbility]
Create Spawn (Su): anybody actually killed by Yamask transforms into a Yamask of equal hit dice the next time the sun sets. If they have 13 or more hit dice they instead transform into a Cofagrigus. This can be prevented by burying the body. This is a [Ghost] effect and the Yamask has no control over its spawn, though they are not aggressive towards it.
Spell-Like Abilities (Sp): at will - Dancing Lights; 3/day - Darkness; 1/day - Mad Hallucination. Any Save DC is 10 + half its hit dice + its Charisma Bonus.
Astonish (Ex): If Yamask hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by it, they are Shaken for three rounds as a [Fear] effect.
Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.
Haze (Su): once per five rounds, Yamask may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.
Night Shade (Sp): once per minute, Haunter may extend a spooky field of darkness, allowing it to cast Damning Darkness with a duration of three rounds, plus one round per hit die, as a [Ghost] attack.
Disable (Su): once per minute, Ekans may curse an enemy within 100 feet with a Standard Action. Whichever special attack the opponent used most recently becomes disabled, blocked off in the target's mind for one minute. This [Normal] attack is a [Mind-Affecting] [Compulsion] effec
Will-O-Wisp (Su): with a Standard Action, a Yamask can fire a ball of ghostly fire out to 30' away with a Ranged Touch Attack. If it hits, the foe catches fire, and is affected by Faerie Fire until the fire is extinguished. This is a [Fire] effect.
Spiritual Weapon (Ex): Yamask uses its Charisma bonus on all attack and damage rolls with Natural Weapons instead of Strength.
At 5 HD, Yamask learns Crafty Shield-
Crafty Shield (Ex): Once per hour, Yamask may make a Swift or Immediate action to construct a shield of glittering light, protecting it and its allies from non-damaging moves used by enemies for a number of rounds equal to its Charisma modifier.
At 6 HD, Yamask learns Hex-
Hex (Sp): once per minute, the Pokemon may use a Standard Action to unleash a baleful curse at a foe within Medium Range. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or a [Fear] effect, this instead deals 2d4 damage per hit die. If they are afflicted by two of the above, it is instead 2d6 per hit die. This is a [Ghost] effect.
At 7 HD, Yamask learns Mean Look-
Mean Look (Su): with a Full Round Action, Yamask can fix its spooky little eyes on a creature that has Line of Sight to it. That foe is then subject to a Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Yamask unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be Frightened or Panicked, they instead Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.
At 8 HD, Yamask learns Grudge-
Grudge (Sp): once per day, a Yamask with this trait can unleash a hateful curse on a foe within 60' by using a Standard Action. The opponent suffers 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, the target suffers a reduction in abilities: every ability they have with limited uses per day or per hour has one such daily or hourly use expended. If they have Spell Slots or Prepared Spells, they lose one of the highest level Slots/Spells available, and if they have Power Points, they lose an amount equal to their Manifester Level. This is a [Ghost] attack.
At 9 HD, Yamask learns Curse-
Curse (Sp): once per hour, Yamask may cast Bestow Curse with no saving throw. Additionally, once per day it may use a Standard Action to put its own internal energy into cursing somebody to death. It takes damage equal to half of its maximum hit points (round down), and one target within 30' is cursed to die: every round they take damage equal to their hit dice, which is not affected by Resistance or Weakness, and is only removed by a Remove Curse, Break Enchantment, Dispel Evil or death. This is a [Ghost] attack that still affects Normal Pokemon just fine.
At 10 HD, Yamask learns Shadow Ball-
Shadow Ball (Sp): once per three rounds, Yamask may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.
At 11 HD, Yamask learns Dark Pulse-
Dark Pulse (Su): once per five rounds, Yamask may use a Standard Action to unleash a burst of malevolent energy, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Ballistic] [Dark] effect.
At 12 HD, Yamask learns Power Split and Guard Split-
Power Split (Su): Once per minute as a Full-Round Action, Yamask may lay a curse on a target. This curse sets the Strength and Charisma scores of the Yamask and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Yamask a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
Guard Split (Su): Once per minute as a Full-Round Action, Yamask may lay a curse on a target. This curse sets the Constitution and Wisdom scores of the Yamask and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Yamask a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
At 13 HD, Yamask learns Destiny Bond-
Destiny Bond (Su): with an Immediate Action upon being hit by an attack that would reduce it below zero HP or kill it outright, Yamask may gaze upon its attacker if they are within 30 feet. They must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die. Yamask then dies after this, even if it had only been reduced to negative hit points. This is a [Ghost] attack.
Pokemon Update: Cofagrigus
Medium Undead (Air, [Ghost]), CR 4
13 17 14 13 16 18
8d6+16 (44 HP), Init +3, Fly 20' (Perfect)
BAB/Grab: +6/+7
- Slam +10 Touch (1d4+4)
AC: 21 (+3 Dexterity, +4 Natural, Deflection +4), Flat 18, Touch 17
Fort +4 Ref +5 Will +9
Feats: Spiritual Weapon (B),
Just a Corpse (B),
Unliving Hide,
Ghastly Hide,
Ghostly Reach
Skills: Intimidate +7, Hide +11, Move Silently +7, Disguise +15 (+25 to pretend to just be a normal sarcophagus)
Special Attacks: Astonish, Night Shade, Disable, Will-o-Wisp, Hex, Mean Look
Special Qualities: Ghost Pokemon Traits, Spell-Like Abilities, Protect, Haze, Crafty Shield, Grudge
Rare Traits:
Tutor Moves:
Advancement: 9-16 HD (Medium), 17+ HD (Large)
Hit Dice: 1d6 HP, Medium BAB, Good Will, 2 + Int skill points
Did that ornate sarcophagus just move?
Mummy Curse (Su): any foe that attacks, or is attacked by, Cofagrigus must pass a Will Save (Charisma-based) or have their PokeAbility changed to Mummy Curse until the pokemon faints, is switched out, or the battle ends. This happens as soon as contact is made, before damage. If they save, they are immune to the Mummy Curse until the next time the sun sets. The sample Yamask has a Save DC of 15. This is a [PokeAbility]
Create Spawn (Su): anybody actually killed by Cofagrigus transforms into a Yamask of equal hit dice the next time the sun sets. If they have 13 or more hit dice they instead transform into a Cofagrigus. This can be prevented by burying the body. This is a [Ghost] effect and the Cofagrigus has no control over its spawn, though they are not aggressive towards it.
Spell-Like Abilities (Sp): at will - Dancing Lights; 3/day - Darkness; 1/day - Mad Hallucination. Any Save DC is 10 + half its hit dice + its Charisma Bonus.
Astonish (Ex): If Cofagrigus hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by it, they are Shaken for three rounds as a [Fear] effect.
Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.
Haze (Su): once per five rounds, Yamask may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.
Night Shade (Sp): once per minute, Haunter may extend a spooky field of darkness, allowing it to cast Damning Darkness with a duration of three rounds, plus one round per hit die, as a [Ghost] attack.
Disable (Su): once per minute, Ekans may curse an enemy within 100 feet with a Standard Action. Whichever special attack the opponent used most recently becomes disabled, blocked off in the target's mind for one minute. This [Normal] attack is a [Mind-Affecting] [Compulsion] effec
Will-O-Wisp (Su): with a Standard Action, a Yamask can fire a ball of ghostly fire out to 30' away with a Ranged Touch Attack. If it hits, the foe catches fire, and is affected by Faerie Fire until the fire is extinguished. This is a [Fire] effect.
Spiritual Weapon (Ex): Yamask uses its Charisma bonus on all attack and damage rolls with Natural Weapons instead of Strength.
Ghastly Hide (Su): Whenever a creature strikes you with a touch attack, unarmed strike or natural attack it is affected by one inherent undead touch you possess (such as a Lich's Paralyzing Touch). This ability only affect a particular creature once per round, no matter how many attacks they make. You may toggle this ability on and off as a free action.
Crafty Shield (Ex): Once per hour, Cofagrigus may make a Swift or Immediate action to construct a shield of glittering light, protecting it and its allies from non-damaging moves used by enemies for a number of rounds equal to its Charisma modifier.
Hex (Sp): once per minute, the Pokemon may use a Standard Action to unleash a baleful curse at a foe within Medium Range. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or a [Fear] effect, this instead deals 2d4 damage per hit die. If they are afflicted by two of the above, it is instead 2d6 per hit die. This is a [Ghost] effect.
Mean Look (Su): with a Full Round Action, Cofagrigus can fix its spooky little eyes on a creature that has Line of Sight to it. That foe is then subject to a Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Zubat unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be Frightened or Panicked, they instead Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.
Grudge (Sp): once per day, a Cofagrigus with this trait can unleash a hateful curse on a foe within 60' by using a Standard Action. The opponent suffers 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). On a failed save, the target suffers a reduction in abilities: every ability they have with limited uses per day or per hour has one such daily or hourly use expended. If they have Spell Slots or Prepared Spells, they lose one of the highest level Slots/Spells available, and if they have Power Points, they lose an amount equal to their Manifester Level. This is a [Ghost] attack.
Just a Corpse (Ex): Cofagrigus is a ghost possessing an ornate sarcophagus. It gains +10 on disguise checks to appear to be a non-animate corpse-containing sarcophagus and not an undead whenever it's not moving. Creatures using KnArchitecture or Spot checks on it to see if it's a normal sarcophagus, or Heal or Spot checks to see if it's undead are opposed by its Disguise check. Magic which detects undead must succeed on a caster level check against 10 + HD, or it won't detect the Cofagrigus.
Ghostly Reach (Su): You can duplicate the effect of spectral hand at will, except in addition to delivering any touch spells or spell-like abilities, you may also use the hand to make incorporeal touch attacks with the same +2 bonus. The spectral hand does not provide any increase to your threatened area.
At 9 HD, Cofagrigus learns Curse-
Curse (Sp): once per hour, Cofagrigus may cast Bestow Curse with no saving throw. Additionally, once per day it may use a Standard Action to put its own internal energy into cursing somebody to death. It takes damage equal to half of its maximum hit points (round down), and one target within 30' is cursed to die: every round they take damage equal to their hit dice, which is not affected by Resistance or Weakness, and is only removed by a Remove Curse, Break Enchantment, Dispel Evil or death. This is a [Ghost] attack that still affects Normal Pokemon just fine.
At 11 HD, Cofagrigus learns Shadow Ball-
Shadow Ball (Sp): once per three rounds, Cofagrigus may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.
At 12 HD, Cofagrigus learns Dark Pulse-
Dark Pulse (Su): once per five rounds, Cofagrigus may use a Standard Action to unleash a burst of malevolent energy, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Ballistic] [Dark] effect.
At 14 HD, Cofagrigus learns Power Split and Guard Split-
Power Split (Su): Once per minute as a Full-Round Action, Cofagrigus may lay a curse on a target. This curse sets the Strength and Charisma scores of the Yamask and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Cofagrigus a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
Guard Split (Su): Once per minute as a Full-Round Action, Cofagrigus may lay a curse on a target. This curse sets the Constitution and Wisdom scores of the Yamask and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Cofagrigus a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
At 15 HD, Cofagrigus learns Destiny Bond-
Destiny Bond (Su): with an Immediate Action upon being hit by an attack that would reduce it below zero HP or kill it outright, Cofagrigus may gaze upon its attacker if they are within 30 feet. They must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die. Cofagrigus then dies after this, even if it had only been reduced to negative hit points. This is a [Ghost] attack.
Galarian Yamask
Tiny Undead (Earth, [Ghost], [Ground]), CR 4
16 14 13 10 12 10
4d6+8 (22 HP), Init +6, Fly 20' (Perfect)
BAB/Grab: +3/-2
- Slam +8 Touch (1d2+3)
AC: 16 (+1 Size, +2 Dexterity, +3 Natural), Flat 14, Touch 13
Fort +1 Ref +4 Will +4
Feats: Corpse Toughness (B),
Unliving Hide, Improved Initiative
Skills: Intimidate +7, Hide +11, Move Silently +7
Special Attacks: Astonish, Night Shade, Disable, Brutal Swing
Special Qualities: Ghost Pokemon Traits, Spell-Like Abilities, DR 5/Bludgeoning
Rare Traits:
Tutor Moves:
Advancement: 5-7 HD (Small); evolves into Runerigus at 8 hit dice
Hit Dice: 1d6 HP, Medium BAB, Good Will, 2 + Int skill points
Instead of the typical golden mask, this yamask's tail seems to be embedded in a petroglyph that vaguely resembles the curled end of a tail
Wandering Spirit (Su): any foe that attacks, or is attacked by, Galarian Yamask must pass a Will Save (Strength-based) or swap PokeAbilities with the Galarian Yamask until the pokemon faints, is switched out, or the battle ends. This happens as soon as contact is made, before damage. If they save, they are immune to the Wandering Spirit until the next time the sun sets. The sample Yamask has a Save DC of 15. This is a [PokeAbility]
Create Spawn (Su): anybody actually killed by Yamask transforms into a Yamask of equal hit dice the next time the sun sets. If they have 13 or more hit dice they instead transform into a Cofagrigus. This can be prevented by burying the body. This is a [Ghost] effect and the Yamask has no control over its spawn, though they are not aggressive towards it.
Spell-Like Abilities (Sp): at will - Dancing Lights; 3/day - Darkness; 1/day - Mad Hallucination. Any Save DC is 10 + half its hit dice + its Wisdom Bonus.
Astonish (Ex): If Yamask hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by it, they are Shaken for three rounds as a [Fear] effect.
Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.
Haze (Su): once per five rounds, Yamask may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.
Night Shade (Sp): once per minute, Haunter may extend a spooky field of darkness, allowing it to cast Damning Darkness with a duration of three rounds, plus one round per hit die, as a [Ghost] attack.
Disable (Su): once per minute, Ekans may curse an enemy within 100 feet with a Standard Action. Whichever special attack the opponent used most recently becomes disabled, blocked off in the target's mind for one minute. This [Normal] attack is a [Mind-Affecting] [Compulsion] effec
Brutal Swing (Ex): Once per minute, Galarian Yamask may make a single Slam attack against all adjacent creatures as if it possessed the Whirlwind Attack feat. This is a [Dark] Attack.
At 5 HD, Yamask learns Crafty Shield-
Crafty Shield (Ex): Once per hour, Yamask may make a Swift or Immediate action to construct a shield of glittering light, protecting it and its allies from non-damaging moves used by enemies for a number of rounds equal to its Charisma modifier.
At 6 HD, Yamask learns Hex-
Hex (Sp): once per minute, the Pokemon may use a Standard Action to unleash a baleful curse at a foe within Medium Range. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or a [Fear] effect, this instead deals 2d4 damage per hit die. If they are afflicted by two of the above, it is instead 2d6 per hit die. This is a [Ghost] effect.
At 7 HD, Yamask learns Mean Look-
Mean Look (Su): with a Full Round Action, Zubat can fix its spooky little eyes on a creature that has Line of Sight to it. That foe is then subject to a Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Zubat unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be Frightened or Panicked, they instead Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.
At 8 HD, Yamask learns Body Slam-
Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps. This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the Pokemon's next turn (during which time it cannot be stunned again). This is a [Normal] attack.
At 9 HD, Yamask learns Curse-
Curse (Sp): once per hour, Yamask may cast Bestow Curse with no saving throw. Additionally, once per day it may use a Standard Action to put its own internal energy into cursing somebody to death. It takes damage equal to half of its maximum hit points (round down), and one target within 30' is cursed to die: every round they take damage equal to their hit dice, which is not affected by Resistance or Weakness, and is only removed by a Remove Curse, Break Enchantment, Dispel Evil or death. This is a [Ghost] attack that still affects Normal Pokemon just fine.
At 10 HD, Yamask learns Shadow Ball-
Shadow Ball (Sp): once per three rounds, Polteageist may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.
At 11 HD, Yamask learns Earthquake-
Earthquake (Su): once per hour, the Pokemon may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.
At 12 HD, Yamask learns Power Split and Guard Split-
Power Split (Su): Once per minute as a Full-Round Action, Yamask may lay a curse on a target. This curse sets the Strength and Charisma scores of the Yamask and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Yamask a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
Guard Split (Su): Once per minute as a Full-Round Action, Yamask may lay a curse on a target. This curse sets the Constitution and Wisdom scores of the Yamask and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Yamask a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
At 13 HD, Yamask learns Destiny Bond-
Destiny Bond (Su): with an Immediate Action upon being hit by an attack that would reduce it below zero HP or kill it outright, Yamask may gaze upon its attacker if they are within 30 feet. They must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die. Yamask then dies after this, even if it had only been reduced to negative hit points. This is a [Ghost] attack.
Pokemon Update: Runerigus
Medium Undead (Air, [Ghost]), CR 4
18 17 14 13 16 13
8d6+24 (52 HP), Init +3, Fly 20' (Perfect)
BAB/Grab: +8/+7
- Slam +12 Touch (1d4+4)
AC: 21 (+3 Dexterity, +4 Natural, Deflection +4), Flat 18, Touch 17
Fort +7 Ref +5 Will +5
Feats: Corpse Toughness (B),
Just a Corpse (B),
Unliving Hide,
Ghastly Hide,
Ghostly Reach
Skills: Intimidate +7, Hide +11, Move Silently +7
Special Attacks: Astonish, Night Shade, Disable, Will-o-Wisp, Hex, Mean Look
Special Qualities: Ghost Pokemon Traits, Spell-Like Abilities, Protect, Haze, Crafty Shield, Grudge, DR 5/Bludgeoning
Rare Traits:
Tutor Moves:
Advancement: 9-16 HD (Medium), 17+ HD (Large)
Hit Dice: 1d6 HP, Good BAB, Good Fort, 2 + Int skill points
Did that ornate sarcophagus just move?
Mummy Curse (Su): any foe that attacks, or is attacked by, Runerigus must pass a Will Save (Charisma-based) or have their PokeAbility changed to Mummy Curse until the pokemon faints, is switched out, or the battle ends. This happens as soon as contact is made, before damage. If they save, they are immune to the Mummy Curse until the next time the sun sets. The sample Yamask has a Save DC of 15. This is a [PokeAbility]
Create Spawn (Su): anybody actually killed by Runerigus transforms into a Yamask of equal hit dice the next time the sun sets. If they have 13 or more hit dice they instead transform into a Runerigus. This can be prevented by burying the body. This is a [Ghost] effect and the Runerigus has no control over its spawn, though they are not aggressive towards it.
Spell-Like Abilities (Sp): at will - Dancing Lights; 3/day - Darkness; 1/day - Mad Hallucination. Any Save DC is 10 + half its hit dice + its Charisma Bonus.
Astonish (Ex): If Runerigus hits a foe that is denied its Dexterity Bonus to Armour Class, or Flanked by it, they are Shaken for three rounds as a [Fear] effect.
Protect (Su): once per hour, the Pokemon may use strange magic to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force, it will leave the Pokemon vulnerable to further attacks. This is a [Normal] effect.
Haze (Su): once per five rounds, Runerigus may use a Standard Action to exhale a gentle light haze across the field, either as a 60' Cone or everywhere in a 30' radius of itself. This clears away all magical hazards (as well as hazards created by Pokemon Attacks, such as Web and Stealth Rock), and also clears out any Bonuses and Penalties (but not Damage, Non-Lethal Damage, Ability Damage/Drain, or status effects and conditions such as Nausea or Burns) to creatures in the area that are neither permanent nor ongoing modifiers caused by equipment. For instance, drinking a potion of Bull's Strength and having Mage Armour cast on you would be wiped away, but wearing a belt of Strength would not be affected. This is an [Ice] effect.
Night Shade (Sp): once per minute, Runerigus may extend a spooky field of darkness, allowing it to cast Damning Darkness with a duration of three rounds, plus one round per hit die, as a [Ghost] attack.
Disable (Su): once per minute, Runerigus may curse an enemy within 100 feet with a Standard Action. Whichever special attack the opponent used most recently becomes disabled, blocked off in the target's mind for one minute. This [Normal] attack is a [Mind-Affecting] [Compulsion] effec
Brutal Swing (Ex): Once per minute, Runerigus may make a single Slam attack against all adjacent creatures as if it possessed the Whirlwind Attack feat. This is a [Dark] Attack.
Just a Corpse (Ex): Runerigus is a ghost possessing an ornate sarcophagus. It gains +10 on disguise checks to appear to be a non-animate corpse-containing sarcophagus and not an undead whenever it's not moving. Creatures using KnArchitecture or Spot checks on it to see if it's a normal sarcophagus, or Heal or Spot checks to see if it's undead are opposed by its Disguise check. Magic which detects undead must succeed on a caster level check against 10 + HD, or it won't detect the Runerigus.
Ghastly Hide (Su): Whenever a creature strikes you with a touch attack, unarmed strike or natural attack it is affected by one inherent undead touch you possess (such as a Lich's Paralyzing Touch). This ability only affect a particular creature once per round, no matter how many attacks they make. You may toggle this ability on and off as a free action.
Crafty Shield (Ex): Once per hour, Runerigus may make a Swift or Immediate action to construct a shield of glittering light, protecting it and its allies from non-damaging moves used by enemies for a number of rounds equal to its Charisma modifier.
Hex (Sp): once per minute, the Pokemon may use a Standard Action to unleash a baleful curse at a foe within Medium Range. The target suffers 1d4 damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target is already afflicted with Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or a [Fear] effect, this instead deals 2d4 damage per hit die. If they are afflicted by two of the above, it is instead 2d6 per hit die. This is a [Ghost] effect.
Mean Look (Su): with a Full Round Action, Runerigus can fix its spooky little eyes on a creature that has Line of Sight to it. That foe is then subject to a Dimensional Anchor effect for 1 round per hit die, with no saving throw, and must succeed on a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be unable to break Line of Sight of its own accord, and unable to move away from Runerigus unless compelled by magic - if afflicted with a [Fear] effect that would cause them to be Frightened or Panicked, they instead Cower for the same duration. These effects also last for 1 round per hit die. This is a [Mind-Affecting] [Fear] [Normal] effect.
Body Slam (Ex): at will, the Pokemon may either use a Standard Action to deliver a Slam, or Charge an opponent and use a Slam instead of any other attacks. This increases the damage by two steps. This adds one and a half times its Strength Bonus, and if the target takes any damage (after Resistance), they must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Stunned until the end of the Pokemon's next turn (during which time it cannot be stunned again). This is a [Normal] attack.
Ghostly Reach (Su): You can duplicate the effect of spectral hand at will, except in addition to delivering any touch spells or spell-like abilities, you may also use the hand to make incorporeal touch attacks with the same +2 bonus. The spectral hand does not provide any increase to your threatened area.
At 9 HD, Runerigus learns Curse-
Curse (Sp): once per hour, Runerigus may cast Bestow Curse with no saving throw. Additionally, once per day it may use a Standard Action to put its own internal energy into cursing somebody to death. It takes damage equal to half of its maximum hit points (round down), and one target within 30' is cursed to die: every round they take damage equal to their hit dice, which is not affected by Resistance or Weakness, and is only removed by a Remove Curse, Break Enchantment, Dispel Evil or death. This is a [Ghost] attack that still affects Normal Pokemon just fine.
At 11 HD, Runerigus learns Shadow Ball-
Shadow Ball (Sp): once per three rounds, Runerigus may use a Standard Action to launch a sphere of terrifying spectral essence out to Medium Range. This hits all in a 10' radius Burst, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Furthermore, on a failed saving throw, targets suffer one temporary Negative Level (lasting one hour), or two if they are Weak against the attack. This is a [Ballistic] [Ghost] attack.
At 12 HD, Runerigus learns Earthquake-
Earthquake (Su): once per hour, the Pokemon may cast Earthquake, however the damage (not including Non-Lethal damage for being trapped) is 1d6 per hit die, any Save DC is 10 + half its hit dice + its Constitution Bonus, and anything considered Immune to [Ground] attacks can never be trapped in the fissures. This is a [Ground] attack.
At 14 HD, Runerigus learns Power Split and Guard Split-
Power Split (Su): Once per minute as a Full-Round Action, Runerigus may lay a curse on a target. This curse sets the Strength and Charisma scores of the Runerigus and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Runerigus a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
Guard Split (Su): Once per minute as a Full-Round Action, Runerigus may lay a curse on a target. This curse sets the Constitution and Wisdom scores of the Runerigus and one target to the average of the respective scores. This is a [Psychic] [Curse] effect.
Alternatively, just give Runerigus a bonus and the target a penalty on the relevant rolls equal to the average of their HD.
At 15 HD, Runerigus learns Destiny Bond-
Destiny Bond (Su): with an Immediate Action upon being hit by an attack that would reduce it below zero HP or kill it outright, Runerigus may gaze upon its attacker if they are within 30 feet. They must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die. Runerigus then dies after this, even if it had only been reduced to negative hit points. This is a [Ghost] attack.