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PFS StandardSeetangeist

Seetangeists are composed of the bloated corpses of marine life, encrusted with bleached coral and wrapped in rotting seaweed. Although occasionally created by water-breathing necromancers, seetangeists most often arise when an aquatic ecosystem collapses, resulting in the deaths of countless creatures. Bound by spiritual trauma, these corpses merge together, forming a writhing school of flesh and decaying plant matter that seeks out and consumes what life remains in the region.

The disasters that lead to the creation of seetangeists are typically caused by mortal interference: overhunting, ecological overexploitation, pollution, or necromantic magic and experimentation.

Recall Knowledge - Undead (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite SeetangeistCreature 13

Legacy Content

Uncommon NE Huge Aquatic Mindless Swarm Undead 
Source Book of the Dead pg. 165
Perception +21; darkvision, wavesense (imprecise) 100 feet
Skills Athletics +24
Str +4, Dex +4, Con +7, Int -5, Wis +3, Cha +2
AC 34; Fort +27, Ref +24, Will +21
HP 180 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, precision, prone, unconscious; Resistances bludgeoning 5, cold 10, fire 10, slashing 10, piercing 10; Weaknesses area 10, splash damage 10
Necrotic Runoff (aura, poison) 60 feet. A seetangeist secretes foul fluids into the surrounding water, poisoning it. A creature that enters or starts its turn in the aura must succeed at a DC 31 Fortitude save or become sickened 2 (sickened 3 on a critical failure). Creatures that breathe water take a –2 circumstance penalty to this saving throw. As long as a creature remains in the aura, it can't reduce its sickened condition below 1. A creature that succeeds at its save is temporarily immune for 1 minute.
Speed swim 40 feet
Putrid Assault [one-action] Each enemy in the seetangeist's space takes 3d6 slashing and 3d6 poison damage (DC 34 basic Reflex save). A creature that fails this save also takes 1d12 persistent poison damage.

Sidebar - Related Creatures Verdorite Variants

Although seetangeists are the most common type of verdorite swarm, other variants can form in any ecosystem, some of which are truly terrifying. Spells of cold and frost used to combat a red dragon in its volcanic lair can inadvertently wipe out entire colonies of algae and snails uniquely adapted to scorching environments. This occasionally gives rise to verdorite swarms that mindlessly grab and burn while being nearly indestructible thanks to their loosely cohesive “bodies” studded with iron-coated shells.

All Monsters in "Verdorite"

NameLevel
Seetangeist12
Waldgeist8

Verdorite

Source Book of the Dead pg. 164
When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other animals don't possess a psychology complex enough to experience the emotional catharsis required to return as undead without intervention from an outside force.

Mass extinction can serve as that outside force. Humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem can spawn a verdorite. The collective spiritual energy and emotional distress of a dying biome powers these undead, formed as conglomerates or representatives.

Sidebar - Additional Lore Once-Mortal Waldgeists

Sometimes druids, fey, gnomes, and other powerful primal spellcasters with a deep connection to a specific woodland ritually sacrifice their lives to the forest, intentionally dying so they can rise as a waldgeist and protect their home for all time.