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Silsyche

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.

Recall Knowledge - Spirit (Occultism): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

SilsycheCreature 6

Legacy Content

Uncommon CN Small Incorporeal Kami Spirit 
Source Pathfinder #198: No Breath to Cry pg. 87
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, Ref +17, Will +12
HP 68 (rejuvenation); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances all damage 5 (except force, ghost touch, or negative; double resistance vs. non-magical)
Inhabit Home (divine, transmutation 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) if forced out of their home, the silsyche takes 3d10 force damage (DC 25 basic Fortitude save) at the start of each of their turns.Rejuvenation (divine, necromancy) 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.
Speed fly 30 feet
Melee [one-action] touch +15 [+11/+7] (agile, finesse, magical), Damage 2d8+6 mentalOccult Innate Spells DC 24, attack +16; 3rd item facade; 2nd illusory object (Ă—3); Cantrips (3rd) dancing lights, mage hand, telekinetic projectile
Hallucinatory Home [three-actions] (charm, 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, they're no longer fascinated.
Critical Failure As failure, but the creature becomes hostile to anyone who tries to make them leave the building. The creature can only attempt another Will save to end the effect at the end of any turn in which they attack an ally.

Sidebar - Additional Lore 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.