GeistCreature 9
Source Pathfinder Book of the Dead
Perception +17 (darkvision)
Languages Common, Necril, Telepathy 100 Feet
Skills Acrobatics +20, Deception +18, Intimidation +20, Religion +17, Stealth +20
Str -5, Dex +5, Con +0, Int +2, Wis +2, Cha +5
AC 26; Fort +13; Reflex +20; Will +17;
HP 120 (void healing)
Speed 0 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances All Damage 10
Bite
+20 (+16, +12) to hit (agile, magical) 1d10+11 PiercingTelepathy 100 feet (aura, magical)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Power of the HauntIf a geist is within 100 feet of a haunt that isn't disabled or destroyed, they gain a +2 status bonus to AC and saving throws and deal an additional 1d6 void damage with bite Strikes. A creature that succeeds at a DC 20 perception check to Seek or Recall Knowledge about the geist sees that the tendrils from the geist's cloak grow thicker and more agitated the closer it gets to the haunt.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Terrifying Laugh
(divine, emotion, fear, mental)Frequency once per minute
Effect The geist unleashes soul-piercing laughter in a 20-foot emanation, lasting until the beginning of their next turn. Any creature in the area or entering it must succeed at a DC 26 will save or be overcome with panicked laughter, becoming Frightened 2 (or Frightened 3 on a critical failure). A creature attempts only one save per Terrifying Laugh, and a creature that succeeds on its saving throw is temporarily immune for 24 hours.
Wrath of the Haunt
(divine)Frequency once per round
Requirements The geist is within 100 feet of an active haunt
Effect The haunt feeds necromantic power into the geist, becoming inactive until the end of the geist's next turn and deactivating the power of the haunt aura until the haunt becomes active again. The edges of the geist's cloak transform into whip-like tendrils that lash out at nearby creatures. Any living creature within 10 feet of the geist takes 4d10[slashing],4d6 void4d10 slashing damage plus 4d6 void damage (DC 28 reflex save).
A geist is an ever-shifting mass of black sack cloth, teeth, and mouths, folding in and out of itself and cackling like a thousand frenzied and doomed souls. Created when a haunt kills an evil person, a geist rises from a soul trapped on the plane of their demise, now connected to the dark energy radiating from haunts everywhere. They wander the world, looking for solace and never finding it. In frustration, they turn their malice back onto the living, antagonizing any nearby creatures, hoping to fatally lure their victims into the clutches of a haunt to be turned into another geist and share the torment.
Geists are occasionally mistaken for other incorporeal undead, such as wraiths and ghosts, but their proximity to haunts is one of the surest ways to determine the nature of the undead being encountered.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
IncorporealAn 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.
UndeadOnce 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.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.