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BriargeistCreature 15


Rare​Medium​Incorporeal​Spirit​Undead​
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +27 (darkvision)
Languages Arboreal, Chthonian, Common, Fey, Speak With Plants
Skills Lore +27, Acrobatics +29, Intimidation +27, Nature +27, Stealth +29
Str -5, Dex +6, Con +3, Int +4, Wis +8, Cha +6

AC 35; Fort +22; Reflex +27; Will +29;
HP 240
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances All Damage 15

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Tanglebriar Dependent

A briargeist is bonded to Tanglebriar and must remain within it. If the briargeist moves outside of Tanglebriar, they are immediately destroyed.

Bewildering Toxin (mental)

Saving Throw DC 36 will

Maximum Duration 6 rounds

Stage 1 Dazzled and Off-Guard (1 round)

Stage 2 Confused and off-guard (1 round)

Stage 3 3d10 mental damage, confused, and off-guard (1 round)

Briarvine (curse, occult, void)

The incorporeal seeds ejected from a briargeist grow rapidly when they damage living creatures. Living creatures hit by a briargeist's infesting seed must attempt a DC 36 fortitude save with the following effects. A living creature can only host one briarvine at a time; a creature that currently has a briarvine growing out of them after failing a previous saving throw does not need to attempt additional Fortitude saves.


Critical Success The seed fails to take root.

Success The seed fails to take root, but the target still takes 2d10 void damage as the seed dies out.

Failure The seed takes root within the target and inflicts 2d10 void damage. At the start of the creature's next turn, a long ghostly thorny vine grows out of their body. This ghostly growth makes a vine Strike (as if the briargeist were making the attack) against a randomly determined ally of the host creature within reach at the start of the host creature's turn. If there's no viable target, the vine inflicts 2d10 void damage (DC 36 fortitude save) on the host. The host can attempt a new Fortitude save at the end of each of its turns; otherwise, this effect ends automatically after 1 minute.

Critical Failure As failure, except the host can't attempt new Fortitude saves to end the Briarvine early.


Primal Innate Spells (DC 36, +28 to hit)

Cantrips (8th Level): Tangle Vine
2nd Level: Fungal Infestation, Sudden Blight
3rd Level: Speak with Plants (Constant), Wall of Thorns
5th Level: Nature's Pathway (At Will, Within Tanglebriar Only)
6th Level: Tangling Creepers (At Will)


Briargeists are verdorites unique to Tanglebriar. Millennia spent steeping in Treerazer's corruptive influence has granted them far greater strength while distorting their forms away from the vaguely humanoid to an animate tangle of thorny vines, roots, and fungal growths.

About Verdorites

Verdorites are the enraged spectral echoes left behind when an ecosystem experiences a catastrophic collapse. Calling upon the essences of millions of extinguished plants and animals, they punish any they deem responsible for the disaster, as well as whoever might try to harm the lands to which they are bound. Additional verdorites are detailed on pages 164–165 of Pathfinder Book of the Dead.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.