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SilsycheCreature 6


Uncommon​Small​Chaotic​Incorporeal​Kami​Spirit​
Source Pathfinder Season of Ghosts Hardcover Compilation
Perception +14 (darkvision)
Languages Common
Skills Acrobatics +13, Stealth +15
Str -5, Dex +5, Con +4, Int +2, Wis +4, Cha +0

AC 23; Fort +14; Reflex +17; Will +12;
HP 68 (rejuvenation)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances All Damage 5

Touch One Action +15 (+11, +7) to hit (agile, finesse, magical) 2d8+6 Mental

Inhabit Home (divine)

The silsyche inhabits a modest building and controls it. While the building is possessed, its decor shifts to reflect the silsyche's mood, such as being filled with bright light (when the silsyche is happy) or appearing old and filthy (if they're depressed). A silsyche can't willingly leave their home; if forced out of their home, the silsyche takes 3d10 force damage (DC 25 fortitude save) at the start of each of their turns.

Rejuvenation (divine)

When a silsyche is slain, they re-form after 2d4 days within the abandoned home that serves as their domain. A silsyche can be permanently killed only if their home is completely destroyed.

Hallucinatory Home Three Actions (divine, emotion, illusion, mental)

Frequency once per day


Effect The silsyche creates a hospitable but illusory environment in an attempt to entice their targets into staying, including food and amenities. Creatures in the building must attempt a DC 24 will save.


Critical Success The creature is unaffected.

Success The creature perceives the home to be as the silsyche's illusion presents it but isn't compelled to stay.

Failure The creature becomes Fascinated with the building and refuses to leave. The creature can attempt another Will save at the end of each turn. On a success, it's no longer fascinated.

Critical Failure As failure, but the creature becomes hostile to anyone who tries to make it leave the building. The creature can only attempt another Will save to end the effect at the end of any turn in which it attacks an ally.


Occult Innate Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Light, Telekinetic Hand, Telekinetic Projectile
1st Level: Illusory Object, Item Facade


When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it attracts the pity of a kami who has yet to claim a ward. Similar to how a tsukumogami manifests, such a conjoining of spiritual power can result in the formation of a silsyche—a spirit of an abandoned home who craves companionship. A silsyche never aims to outright harm those who enter the homes they form from. They are merely desperate for connection and lack the understanding that most others don't take kindly to captivity.

The silsyche's true form is a slender, childlike shimmering figure with a headpiece resembling the structure they initially manifested from. These representations of the silsyche's first home reflect the warmth and welcome they yearn for, potentially even displaying mementos of the house's inhabitants that have long gone.

Range Of Possession

Most silsyches bond with a single home, typically a small building with one or two floors. More powerful silsyches can bond with larger structures, like fortresses or castles, or even large vehicles like sailing ships. Legends of entire towns being claimed by a single, incredibly powerful silsyche persist in stories to this day.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Kami

Kami are spirits of the Material Plane that bond with a specific object or place.

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.