Geist
A restless spirit cloaked in grasping tendrils grows fiercer and more dangerous the closer it drifts to the horror anchoring it in place.
A restless spirit shrouded in a cloak of grasping tendrils, the geist drifts through haunted places and grows fiercer the nearer it floats to the horror that anchors it.
In play
Power of the Haunt If 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 negative damage with bite Strikes. A creature that succeeds at a DC 20 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.
Level 9
Perception +17 · Senses darkvision · Languages Common, Necril; telepathy 100 feet · Skills Acrobatics +20, Deception +18, Intimidation +20, Religion +17, Stealth +20
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| -5 | +5 | +0 | +2 | +2 | +5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 26 | +13 | +20 | +17 |
HP 120 · Immunities death effects, disease, paralyze, poison, unconscious · Resistances all damage 10 (except force, _ghost touch_, or positive, double resistance vs. non-magical)
Speed fly 30 feet
Actions
- Melee Bite [Single Action] +20 (Agile, Magical), Damage 1d10+11 piercing