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Geist

This disembodied phantom wears black robes that swirl around a maw of sharp teeth.

Geist CR 9

XP 6,400
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 114 (12d8+60)
Fort +9, Ref +9, Will +10
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness

OFFENSE

Speed fly 40 ft. (perfect)
Melee incorporeal bite +14 (1d6 negative energy plus 1d4 Con)
Special Attacks spiritual manipulation, terrifying laughter (30 ft.; DC 21)

STATISTICS

Str —, Dex 20, Con —, Int 15, Wis 15, Cha 21
Base Atk +9; CMB +14; CMD 29
Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Skills Bluff +17, Fly +18, Intimidate +20, Knowledge (religion) +15, Perception +17, Sense Motive +17, Stealth +26
Languages Abyssal, Common

SPECIAL ABILITIES

Spiritual Manipulation (Su)

Geists have the ability to take control of haunts. When a geist enters a haunt’s area of effect, the geist can immediately attempt to take over the haunt by making a Charisma check. If the result of the Charisma check is equal to or greater than the haunt’s CR, the geist takes over the haunt and maintains control as long as the geist remains within 1 mile. If the geist’s attempt to take control of a haunt fails, the geist must retreat from the haunt’s area of effect and cannot attempt to take control of the haunt again for 24 hours. When a geist controls a haunt, it can activate or suppress the haunt’s effects as a free action and the haunt automatically resets in half its normal time. A haunt under a geist’s control can still be neutralized when reduced to 0 hit points, but it cannot be permanently put to rest until the geist that controls it is destroyed. A geist can control a number of haunts up to its Charisma modifier at one time (usually five).

Terrifying Laugh (Su)

Once per minute, a geist can unleash a terrifying laugh as a standard action. The laughter lasts until the beginning of the geist’s next turn. All creatures within 30 feet of the geist when it begins to laugh, as well as all creatures that end their turn within that radius, must succeed at a DC 21 Will save or be panicked. The save is required only once per laugh. Those who succeed at their saving throws need not save against the same geist’s terrifying laughter for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

ECOLOGY

Environment any (haunted sites or ruins)
Organization solitary or haunting (2–7)
Treasure incidental

A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death’s call.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.