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Spirit Binder

Ghosts and other spirits swirl around the spirit binder, creating a constant aura of flickering faces and forms.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Spirit BinderCreature 11

Medium Human Humanoid 
Source NPC Core pg. 103
Perception +20; spiritsense (imprecise) 60 feet
Languages Common, Necril, Shadowtongue
Skills Diplomacy +21 ((+25 with spirits)), Intimidation +21, Occultism +22, Spirits Lore +24
Str +1, Dex +3, Con +3, Int +5, Wis +4, Cha +6
Spiritsense (detection, occult) The spirit binder can sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. Since spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells (such as project image) or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.
AC 28; Fort +19, Ref +19, Will +24
HP 175
Haunting Spirits (aura, occult, spirit) 30 feet. The spirits bound by a spirit binder swirl around, lashing out at their foes. An enemy that enters or starts its turn in the aura must succeed at a DC 27 Will save or take 3d6 spirit damage and be frightened 1 (double damage and frightened 2 on a critical failure).
Speed 25 feet
Melee [one-action] ghost claw +19 [+14/+9] (finesse, magical, spirit, unarmed), Damage 2d10+6 slashing plus 2d6 spiritRanged [two-actions] spirit pitch +19 [+14/+9] (magical, range increment 60 feet, spirit), Damage 3d6 spirit plus 2d6 persistent spiritOccult Spontaneous Spells DC 31, attack +23; 7th interplanar teleport (to or from the Ethereal Plane only); 6th dominate, spirit blast (2 slots); 5th invoke spirits, spiritual guardian, wave of despair (3 slots); 4th clairvoyance, fly, talking corpse (3 slots); 3rd clairaudience, ghostly weapon, levitate (3 slots); 2nd darkness, ghostly carrier, peaceful rest (3 slots); 1st bane, command, fear (3 slots); Cantrips (6th) detect magic, figment, telekinetic hand, telekinetic projectile, void warp
Spirit Scrying The spirit binder's scrying spells can target or detect spirits on other planes as though the spirits were in the Universe.Succumb to the Void [one-action] (concentrate, occult, void) The spirit binder taps into the more nefarious spirits of the Void, becoming something morbid and cruel. For 1d4 rounds, their resistance, aura of spirits, Strikes, and spirit spells change their damage type from spirit damage to void damage and replace their spirit trait with the void trait.

All Monsters in "Mystic"

NameLevel
Adept-1
Coven Aspirant2
Cult Leader7
Cultist1
Curse Monger14
Demonologist7
Enchanting Ritualist18
Enigmatic Conspiracist4
False Priest4
God Caller10
Harrow Reader-1
Mirror Seer9
Necromancer5
Spirit Binder11

Mystic

Source NPC Core pg. 96
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone mother (level 6), gourd leshy witch (level 6), tripkee fiend keeper (level 7)

Sidebar - Additional Lore Guests Beware

Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.

Sidebar - Related Creatures Mystic Protection

Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the bodyguard (level 1), archer sentry (level 2), musketeer (level 3), tournament combatant (level 5), knight (level 7), or hero hunter (level 13).

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from Monster Core are available only to appropriate celestials and fiends within the organizations.

Sidebar - Advice and Rules Sinister Rituals

Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.