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PFS RestrictedGeist

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.

Recall Knowledge - Undead (Religion): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

GeistCreature 9

Legacy Content

CE Medium Incorporeal Undead 
Source Book of the Dead pg. 96
Perception +8; darkvision
Languages Common, Necril; telepathy 100 feet
Skills Acrobatics +11, Deception +9, Intimidation +11, Religion +8, Stealth +11
Str -5, Dex +5, Con +0, Int +2, Wis +2, Cha +5
AC 17; Fort +4, Ref +11, Will +8
HP 120 (negative healing); Immunities death effects, disease, paralyze, poison, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
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 11 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.
Speed fly 30 feet
Melee [one-action] bite +11 [+7/+3] (agile, magical), Damage 1d10+11 piercingTerrifying Laugh [one-action] (divine, emotion, enchantment, 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 17 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 [two-actions] (divine, necromancy) 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 damage plus 4d6 negative damage (DC 19 basic Reflex save).

Sidebar - Additional Lore The Beckoning

Haunts beckon to geists, attracting them across large distances like animals to a watering hole. Geists fight to defend a haunt if they're within 100 feet of one, though they aren't compelled to remain. Small haunts might have no geists nearby, whereas large haunts can attract up to seven. Some instinctively flee the haunts that created them, while others are drawn to the source of their mortal demise by a force beyond their ability to understand.