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GheistA writing mass of muscles attached to bone, this floating corpse is draped in a black cloak, though it is somewhat burnt black rather than being coloured black. The smell of burning rags follows this creature. A permanent smile appears across its malformed face.

Gheist (CR 10)

XP 9,600
NE Medium Undead (Incorporeal, Fire)
Init +9; Senses Darkvision 60 ft., Perception +30

DEFENSE

AC 22, touch 22; flat-footed 16 (+6 deflection, +5 dex, +1 dodge)
hp 147 (15d8+90), fast healing 15;
Fort +11, Ref +12, Will +14
Defensive Abilities Channel Resistance +6, Incorporeal
DR 10/silver
Immune Ice, Fire, Undead traits
Weakness Holy and Water

Tactics

During Combat

OFFENSE

Speed Fly 30 ft. (perfect)
Melee incorporeal touch +16 (2d6 fire damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Curse, Grave Reel, HP Absorb, MP Absorb

STATISTICS

Str -, Dex 20, Con -, Int 10, Wis 16, Cha 22
Base Atk +11; CMB +11; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Shrewd Tactician
Skills Fly +19, Perception +30, Sense Motive +22, Stealth +27; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Curse (Su)

3/day, a gheist can curse those around it in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 20) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).

Grave Reel (Su)

3/day, a gheist can drain the essence of enemies around it in a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 19) or suffer 2d6 points of shadow damage and the ghost is healed by the damage inflicted. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

HP Absorb (Su)

3/day, a gheist can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack deals 5d6 points of non-elemental damage (Fortitude save DC 21 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Religion DC 25).

MP Absorb (Su)

3/day, a gheist can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack deals 5d6 points of MP damage (Fortitude save DC 21 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Religion DC 25).

Description

The souls of humans who were driven to death’s door by devils. There are many devils in this world who enjoy watching humans suffer. It’s not rare to hear tales of them enticing men into unfavorable contracts, offering promises of wealth and power and great magics, only to eventually claim these victims’ lives. The unhappy souls of these victims are what spawns these monsters, and they chase the living to assuage the regrets and pain that they can no longer escape from.