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Orbs (CR 2)

Orbs (CR 2)
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Common signs of ghostly infestation, these sentient spirits manifest as a lazily drifting cloud of translucent, glowing orbs. Scholars speculate that they represent minor animal spirits, ghosts who have faded into the ether with time, or even the souls of children

From Pathfinder  SRD

Originally posted on this page

Source: Pathfinder #43.


Orbs (CR 2)
XP 600  

CE haunt (10-ft.-by-20-ft. room or hallway)

Caster Level 2nd

Notice Perception DC 10 (to notice pulsating, glowing orbs)
hp 4; Weakness slow; Trigger proximity; Reset 1 minute
EFFECT
This swarm of drifting motes typically consists of 6d6 glowing orbs ranging from the size of tiny peas to that of large melons. Witnesses of the manifestation are subject to the effects of a scare spell (save DC 13) as the curious phantasms ominously threaten invaders.
DESTRUCTION
Orbs are too minor to be afforded the purposeful rest sought by other haunts. Instead, the number found in a given area is reduced by one die each time the haunt is neutralized until they stop appearing altogether.

Section 15:  Copyright Notice – Game Mastery Guide

Pathfinder  RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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