Erzgeist
Verdorites don’t rise from the unquiet spirits of humanoids, or even from the souls of sapient creatures at all. Instead, these vengeful undead manifest when disaster befalls the natural world. When enough life is lost, be it plant or animal life, those anguished souls can accrete into a singularity of sorts—a verdorite.
While many verdorites rose in the aftermath of Earthfall, one type of these brutal spirits was already well-established in the heartland of the nation of Shalast—the erzgeist. First spawned in response to the devastation wreaked on the underground environments of the central Storval Plateau by Runelord Kaladurnae’s greed, these creatures persist today in various parts of north-central Varisia—particularly in the region surrounding Spindlehorn.
Erzgeists look like large bats, but they’re ghostly and semitransparent. Instead of fur, their bodies show growths of crystals and jagged shards of rock shot through with gold ore—all of it shimmering and phantasmal. Their eyes are glittering rubies, the membrane in their wings is like pale gold smoke, and their teeth and fangs are made of gold—all reflections of one man’s environment-destroying greed.Rare Medium Incorporeal Spirit Undead
Source Pathfinder #221: Into the Apocalypse Archive pg. 83
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 45 (includes +5 from Rare) • Undead (Religion), Spirit (Occultism)
Perception +35; darkvision
Languages Fey, Talican, Thassilonian; speak with stones
Skills Acrobatics +37, Intimidation +35, Nature +39, Stealth +37
Str -5, Dex +6, Con +3, Int +3, Wis +6, Cha +4
AC 44; Fort +30, Ref +37, Will +33
HP 290 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Cavern Dependent An erzgeist is bonded to a single cavern or complex of underground tunnels (such as the Prosperity Vault in this adventure) and must remain within them (or within their walls). If the erzgeist moves outside their bonded caverns, they’re immediately destroyed.Fey Avenger Even when a fey creature doesn’t want their aid or finds their nature unsettling, an erzgeist is eager to inflict pain on anyone in return for perceived injustices to fey creatures. As long as an erzgeist is within 30 feet of a fey creature that’s suffering from a negative condition, the erzgeist gains a +2 status bonus to all attack rolls.
Speed fly 30 feet
Melee [one-action] gilded hand +37 [+32/+27] (finesse, magical), Damage 4d8+2+8 void plus 2d6 spirit and aurifyPrimal Innate Spells DC 40 (+4 dmg); Constant (9th) speak with stones
Aurify (incapacitation, morph, primal) The touch of an erzgeist transforms flesh into gold. When a living creature is damaged by the erzgeist’s gilded hand Strike, that creature must attempt a DC 43 Fortitude save or become clumsy 1 (or clumsy 2 on a critical failure) for 1 minute. Further failed saves against aurify increase the clumsy condition. Once a creature becomes clumsy 5, they become petrified, except they’re transformed into gold instead of stone for 24 hours, after which the creature (or any gold harvested from it) crumbles to worthless dust and dies.
An Erzgeist’S Anger
Erzgeists often latch onto specific examples of mortal cruelty against the natural world—but in particular, cruelty against fey. While they aren’t and never were from the First World, they’re drawn to the pains of tormented fey—not to seek their release, but to lie in wait for others who might be drawn to the same torments. Even those who seek to free the tormented fey find themselves targets of erzgeists’ anger.Source Book of the Dead pg. 164When 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.
About Verdorites
Verdorites are the enraged spectral echoes left behind when an ecosystem experiences a catastrophic collapse. Calling upon the essences of millions of extinguished plants and animals, they punish any they deem responsible for the disaster, as well as whoever might try to harm the lands to which they are bound.
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.