Spirit

Species Traits

All spirits have the following capabilities. Particular types of spirits may have additional abilities.

Undead: Spirits are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless. They may be healed by application of negative energy (such as an inflict light wounds spell). They are destroyed if reduced to 0 hit points or less (but may be rejuvenated, as noted below).

Incorporeal (Ex): A spirit can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. It is immune to nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). It can pass through solid objects at will, but not force effects (such as a wall of force). Its attacks ignore natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. A spirit moves silently and cannot be heard with Listen checks (unless it wished to be heard). It has no Strength score, so its Dexterity modifier applies both to its melee and ranged attacks. Nonvisual senses, such as blindsight and scent, do not function against an ash wraith. A spirit cannot be tripped or grappled by a corporeal attacker, nor can a spirit make trip or grapple attacks.

Bonuses to Defense: A spirit gains a deflection bonus to its Defense equal to its Charisma modifier (minimum +1). Although it may appear to wear armor and other forms of protection, a spirit receives no natural armor bonus or equipment bonus to Defense.

Corrupting Touch (Su): A spirit that hits a living target with its incorporeal touch attack deals 1d6 points of damage. The spirit adds its Dexterity modifier to the attack roll.

Invisibility (Ex): Spirits are naturally invisible but may be detected by spells that detect or reveal invisible creatures and objects. A spirit may reveal itself willingly, but normally does so only during the night.

Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit through simple combat; the “destroyed” spirit will often restore itself in 2d4 days. As a rule, the only way to get rid of a spirit forever is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require use of the Research skill.

Turn Resistance (Ex): A spirit has +4 turn resistance. If a spirit is turned but cannot flee, it is instead destroyed. However, it may still rejuvenate (see above).

Imprisonment (Ex): Spirits are bound to a particular place. This place is usually a dwelling, building, or similarly contained area. Within this area, they may use their abilities as normal. In addition, some spirits may only be present at particular times (an anniversary of a death, or only between midnight and dawn). They may be released from this imprisonment by particular actions (giving their physical body a proper funeral, restoring a lost or stolen item, getting vengeance on those responsible for their death, and so forth). A spirit may be unaware of the nature of its release, or may be unwilling to divulge those details.

Darkvision (Ex): Spirits can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and spirits can function with no light at all.

Skill Bonuses: Spirits receive a +8 species bonus on Hide, Listen, Search, and Spot checks.

Animating Spirit (Poltergeist)

An animating spirit can move and throw objects around.

Telekinesis (Su): An animating spirit can use telekinesis as an attack action, at will (as a 10th-level Mage). Creatures subjected to the telekinesis attack are entitled to a Will save (DC 15 + spirit’s Intelligence modifier) to resist.

Animating Spirit (Poltergeist): CR 2; Medium undead; HD 1d12; hp 6; Mas —; Init +4 (Improved Initiative); Spd 30 ft., fly 30 ft. (good); Defense 11, touch 11, flat-footed 11 (+1 deflection); BAB +0; Grap —; Atk +0 melee touch (1d6, corrupting touch); Full Atk +0 melee touch (1d6, corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, telekinesis (DC 15), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.; AL none or varies; SV Fort +0, Ref +0, Will +2; AP 0; Rep +0; Str —, Dex 11, Con —, Int 11, Wis 11, Cha 10.

Skills: Bluff +4, Diplomacy +4, Hide +12, Intimidate +5, Listen +12, Read/Write Language (any one), Search +12, Sense Motive +4, Speak Language (any one), Spot +12.

Feat: Improved Initiative.

Advancement: 2–3 HD (Medium); 4–7 HD (Large).

Frightful Spirit (Apparition)

A frightful spirit’s twisted features horrify all who behold it.

Horrific Appearance (Su): Any living creature within 60 feet that views the frightful spirit must succeed at a Fortitude save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier) or immediately suffer 1d4 points of temporary Strength damage, 1d4 points of temporary Dexterity damage, and 1d4 points of temporary Constitution damage. A creature that successfully saves against this effect cannot be affected by the same spirit’s horrific appearance for one day.

Frightful Spirit (Apparition): CR 3; Medium undead; HD 2d12; hp 13; Mas —; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., fly 30 ft. (good); Defense 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection); BAB +0; Grap —; Atk +1 melee touch (1d6, corrupting touch); Full Atk +1 melee touch (1d6, corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, horrific appearance (DC 12), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.; AL none or varies; SV Fort +0, Ref +1, Will +4; AP 0; Rep +0; Str —, Dex 12, Con —, Int 12, Wis 12, Cha 11. Skills: Bluff +4, Diplomacy +4, Hide +14, Intimidate +5, Listen +14, Search +14, Sense Motive +6, Spot +14.

Feat: Improved Initiative.

Advancement: 3–5 HD (Medium); 6–9 HD (Large).

Groaning Spirit (Banshee)

A groaning spirit can panic others with its mournful cry.

Frightful Moan (Su): A groaning spirit can moan as an attack action. All living creatures within a 30-foot spread must succeed at a Will save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier) or become panicked for 2d4 rounds. A panicked creature flees as fast as possible, cowers if unable to get away, and defends normally (but cannot attack). This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same spirit’s moan for one day.

Groaning Spirit: CR 4; Medium undead; HD 3d12; hp 19; Mas —; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., fly 30 ft. (good); Defense 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection); BAB +1; Grap —; Atk +2 melee touch (1d6, corrupting touch); Full Atk +2 melee touch (1d6, corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, frightful moan (DC 14), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.; AL none or varies; SV Fort +1, Ref +2, Will +4; AP 0; Rep +0; Str —, Dex 13, Con —, Int 13, Wis 13, Cha 12.

Skills: Bluff +6, Diplomacy +6, Hide +14, Intimidate +7, Listen +15, Search +14, Sense Motive +6, Spot +15.

Feat: Improved Initiative.

Advancement: 4–7 HD (Medium); 8–12 HD (Large).

Possessing Spirit (Haunt)

A possessing spirit can take command of a living physical body.

Possession (Su): Once per round, as an attack action, a possessing spirit can merge with a living creature and seize control of its body. To use this ability, the spirit must first enter the target’s fighting space; doing so does not provoke attacks of opportunity.

The target can resist the spirit’s attempt at possession with a successful Will save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier). If the save succeeds, the spirit is rebuffed and pushed into an adjacent square. A target that successfully saves cannot be possessed by that spirit for one day, and the spirit cannot again enter the target’s fighting space during that time. If the save fails, the spirit vanishes into the target’s body and takes control of it. A possessed creature gains the spirit’s Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, allegiances, skills, and feats. The possessed creature retains its Strength, Dexterity, Constitution, type, hit points, massive damage threshold, grapple check modifier, fighting space, reach, Reputation bonus, and extraordinary abilities. It loses access to any spell-like abilities, supernatural abilities, action points, and mental abilities (including prepared spells and knowledge gained from life experiences).

While possessing a host creature, the spirit loses its supernatural or extraordinary abilities except for its turn resistance. The possessed creature’s original spirit instantly reinstates itself if the possessing spirit is turned, destroyed, or otherwise dislodged from its host. A possessing spirit can leave its host as a free action, if it so chooses. Any attack that deals massive damage on the host’s body allows the host another Will save to oust the possessing spirit and regain control of its body (whether or not the massive damage Fortitude save succeeds).

Possessing Spirit: CR 5; Medium undead; HD 5d12; hp 32; Mas —; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., fly 30 ft. (good); Defense 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection); BAB +2; Grap —; Atk +4 melee touch (1d6, corrupting touch), Full Atk +4 melee touch (1d6, corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, possession (DC 17), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.; AL none or varies; SV Fort +1, Ref +3, Will +6; AP 0; Rep +0; Str —, Dex 15, Con —, Int 15, Wis 15, Cha 14.

Skills: Bluff +8, Diplomacy +8, Hide +17, Intimidate +9, Listen +17, Search +17, Sense Motive +8, Spot +17.

Feat: Combat Reflexes, Improved Initiative.

Advancement: 6–9 HD (Medium); 10–15 HD (Large).

Weakening Spirit (Fetch)

A weakening spirit draws strength from the bodies of living creatures.

Draining Touch (Su): A living creature wounded by the weakening spirit’s corrupting touch attack must succeed at a Fortitude save (DC 10 + spirit’s Hit Dice +spirit’s Charisma modifier) or suffer 1d4 points of permanent Strength drain. A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later.

Weakening Spirit: CR 6; Medium undead; HD 4d12; hp 26; Mas —; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., fly 30 ft. (good); Defense 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection); BAB +1; Grap —; Atk +3 melee (1d6 plus 1d4 Str drain, corrupting touch); Full Atk +2 melee (1d6 plus 1d4 Str drain, corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, draining touch (DC 15), invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft.; AL none or varies; SV Fort +1, Ref +3, Will +6; AP 0; Rep +0; Str —, Dex 14, Con —, Int 14, Wis 14, Cha 13.

Skills: Bluff +7, Diplomacy +7, Hide +16, Intimidate +7, Listen +16, Search +16, Sense Motive +8, Spot +16.

Feat: Improved Initiative.

Advancement: 5–8 HD (Medium); 9–14 HD (Large).

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