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The strange creature before you has many limbs and seems
to be both plant and insect, spindly legs carrying it forward.

XP 1,200
N Large (Tall) plant (psionic)
Init +2; Senses low-light vision, greensight 60 ft.; Perception +9

AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 45 (6d8+18)
Defensive Abilities Plant traits, deathly curse
Weaknesses Deathly curse
Fort +7; Ref +4; Will +2
Speed 30 ft.
Melee Slam +10 (1d8+8 plus pummel)
Reach 10 ft.
Special Attacks Death field, pummel

Psi-Like Abilities (ML 6th; concentration +9)
At Will - mindlink (unwilling targets, up to three targets)*,
mind thrust (6d10, DC 20)*
3/day—fold space, energy cone (6d6)*
*Includes augmentation for the ghaar’s manifester level.
Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +9; CMD 21
Feats Improved Natural Attack (slam), Power Attack,

Skills Autohypnosis +9, Heal +9, Intimidate +8, Knowledge
(psionics) +12, Knowledge (religion) +12, Perception +9,
Spellcraft +12, Stealth +7, Survival +9; Racial Modifiers

SQ Brilliant psionics, Immortal knowledge
Environment Any land
Organization Solitary
Treasure Standard
Special Abilities

Immortal Knowledge (Ex): A combination
of long experience and their unique
nature have given the ghaar many
more day-to-day skills than other plant
creatures. The ghaar gains (6 + intelligence
modifier) skill points per level, and its class
skills are: Appraise, Autohypnosis, Bluff, Craft,
Diplomacy, Fly, Handle Animal, Heal, Intimidate,
Knowledge (all), Linguistics, Perception, Sense
Motive, Spellcraft, Stealth, and Survival. The
skills in the entry above are typical of a
young or inexperienced ghaar, such as
one that has spent a large amount of
time in hibernation.
In addition, the ghaar gains a +2
racial bonus to Knowledge checks
made to identify a creature.

Deathly Curse (Ex): The ghaar are damaged by positive
energy and healed by negative energy, just as if they were
undead beings, and may be turned or rebuked as though they
were undead beings rather than plants.
Pummel (Ex): The ghaar gains a +2 racial bonus to attack
rolls when using its slam attack, deals slam damage as if it
were one size lager, and living creatures struck by a ghaar’s
slam must succeed at a Fortitude save (DC 16) or be staggered
for one round.

Death Field (Su): As a standard action, the ghaar may
sacrifice an amount of hit points up to its current total, then
release that energy as a burst of deathly power. Creatures
within a 20-foot burst centered on the ghaar suffer negative
energy damage equal to 10 + the number of hit points
sacrificed. A Fortitude save (DC 15) halves this damage.
Brilliant Psionics (Ex): A ghaar uses its Intelligence
modifier instead of its Charisma modifier when determining
the DCs of its psi-like abilities.

The last of a dying race, the ghaar were nearly exterminated
due to their affinity for necromancy and their monstrous
appearance. The war that wiped out the vast majority of
the ghaar was devastating and resulted in the death of their
Heart Tree, which was the very soul of the race. Without the
tree, the ghaar lost the ability to reproduce. Though ghaar do
not succumb to old age, disease, war, and sorrow have slowly
winnowed their numbers and now only a quiet few are left,
wandering the multiverse in search of answers.
Ghaar will often hide within forests or wildlands, where
they construct temples that serve as meditation chambers
and memorials to those they have lost. Ghaar architecture
is both strange and psionically charged; it draws soul energy
to itself, creating an echo chamber of death with which the
ghaar communes. This practice, far from perverse, is a way
the ghaar honor the dead and gain wisdom from those who
have departed. Sadly, the ghaar’s ability to both understand
and communicate with other living races is limited, and
their inability to explain themselves
properly continues to cause

Confronted with hostility or
unwanted company, a ghaar
will first attempt to establish a
mindlink and request solitude.
If this does not work, the creature
uses fold space, engaging in battle
only if enraged or if battle is unavoidable.
A ghaar makes for a fearsome opponent;
standing its ground and attacking
with psychic powers, and then use
their superior reach and pummel
abilities to control the pace of
battle. A ghaar’s death field
ability is a weapon of last resort.
Ghaar speak and understand
common, and a variety of other
languages. Most of them can
still read their racial tongue
(ghaarzon) but many have not
spoken it aloud in so long that they
have lost all ability to do so.