Ghost, Prana (Half-elf Hydrokineticist 11)

A spectral figure hovers above the ground, exhibiting a silent serenity that is beautiful to behold.

Prana Ghost CR 11

XP 12,800
Half-elf prana ghost hydrokineticist (elemental ascetic) 11
NG Medium outsider (augmented humanoid, elf, extraplanar, human, incorporeal)
Init +11; Senses darkvision 60 ft., low-light vision; Perception +30


AC 27, touch 27, flat-footed 20 (+4 deflection, +7 Dex, +6 Wis)
hp 126 (11d8+77)
Fort +13, Ref +15, Will +10; +2 vs. enchantments
Defensive Abilities AC bonus, dual minded, incorporeal, rejuvenation; Immune dazing, disease, effects requiring a physical body, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep effects, stunning
Weaknesses living prana


Speed fly 30 ft. (perfect); astral step (4/day)
Melee flurry of blows +18/+18/+13/+13/+8 (1d10+4 plus kinetic fist) or dazing touch +15 incorporeal touch attack (1d6 plus daze)
Special Attacks dazing touch (DC 19), elemental flurry, metakinesis (empower, maximize), powerful fist
Kineticist Wild Talents Known Infusions—bowling infusion, chilling infusion (DC 19), entangling infusion (DC 19), kinetic fist (2d6), pushing infusion, Kinetic blasts—aetheric boost, cold blast (6d6+2), telekinetic blast (6d6+11), Utility—basic hydrokinesis, basic telekinesis, slick (DC 15), suffocate (DC 15), telekinetic invisibility, veil of mists, water manipulator


Str —, Dex 24, Con 20, Int 12, Wis 18, Cha 10
Base Atk +8; CMB +15; CMD 35
Skills Acrobatics +16, Diplomacy +8, Perception +30, Sense Motive +30, Stealth +29, Use Magic Device +14; Racial Modifiers +10 Perception, +8 Sense Motive, +8 Stealth
Feats AlertnessB, Combat Reflexes, Extra Wild Talent, Improved InitiativeB, Improved Unarmed Strike, Snake Fang, Snake Sidewind, Snake Style, ToughnessB, Weapon Focus (unarmed strike)
Languages Celestial, Common, Elven
SQ burn (3 points/round, maximum 8), elemental wisdom, elf blood, expanded element (aether), gather power, infusion specialization 3, internal buffer 2, supercharge


Astral Step (Su)

As a standard action a number of times per day equal to its Wisdom bonus, a prana ghost can teleport to a space within 60 feet that it can see. This is a teleportation effect.

Dazing Touch (Su)

With a touch, a prana ghost can deal 1d6 points of damage, and the creature touched must succeed at a Will saving throw (DC = 10 + 1/2 the prana ghost’s Hit Dice + the prana ghost’s Wisdom modifier) or be dazed for 1 round.

Living Prana (Ex)

A prana ghost is made entirely of life essence, so it is vulnerable to effects that snuff life essence out. A prana ghost takes half again as much damage (+50%) from negative energy effects and death effects that deal damage, half again as many negative levels from negative energy effects that inflict negative levels, and half again as much Constitution damage and drain from negative energy effects (such as a wraith’s touch). If a prana ghost dissipates from such an effect, it takes twice as long for it to restore itself via rejuvenation.

Rejuvenation (Su)

In most cases, it is difficult to dissipate a prana ghost through simple combat; the prana ghost restores itself in 2d4 days. Generally, the only way to permanently dissipate a prana ghost is to help it complete its mission or to make the mission impossible to complete, after which the prana ghost continues its path to the afterlife.


Environment any
Organization solitary
Treasure NPC gear (amulet of mighty fists +1, belt of physical might +2 [Constitution and Dexterity], cloak of resistance +1, headband of inspired wisdom +2, other treasure)

The typical ghost is a nightmarish creature of dark emotion, with an undying thirst for justice or vengeance.

These ghosts are often warped by deep emotional turmoil, madness, or contact with the dark radiations of the Negative Energy Plane—sometimes all three. But such twisted, tormented creatures are not the only spirits that cling to traces of their former lives on the Material Plane.

There is another kind of ghost, just as dedicated, but more rational and often more subtle.

As a soul departs a body, it joins the great River of Souls winding its way through the Astral Plane and passes on to judgment in the Outer Planes. Sometimes such a soul, through force of will or an unquenchable desire to accomplish one last act, forces its way back to the Material Plane as a prana ghost. Formed entirely of vital life essence, or prana, this manifest spirit is not an undead creature, but rather something entirely different, though undead that gorge on life energy are drawn to the glut of prana that composes a prana ghost like scavengers to a fresh corpse. Though easily mistaken for the undead spirits they resemble, prana ghosts function very differently from normal ghosts, haunts, and other incorporeal undead.

Unlike the raging etheric ghost, a prana ghost tends to avoid worldly affairs when it can. It acts as mentor and guide to the living rather than acting overtly. These ghosts exude a supernatural calm and exhibit great control over their emotions and desires, wishing only to accomplish the task at hand, and to do so as quickly and as safely as possible. Even so, when victory (or failure) looms, a reckless prana ghost may attempt to take matters into its own hands.

Such an intervention can be a great surprise to those who had no idea a supernatural entity was pulling the strings of their agents and allies. Among virtuous creatures who were unaware of the aid they were receiving, the prana ghost’s appearance might lead to violence if the prana ghost can’t convince them it isn’t undead.

Once a prana ghost succeeds at its task, or its failure becomes clear, it dissipates from the world and reenters the Astral Plane. Many prana ghosts then resume their passage toward the Outer Planes, but a few dwell on the Astral Plane for centuries, if not millennia. Such prana ghosts often plot a reversal of personal fortunes, or the fortunes of their progeny or those of friends and allies.

Others linger because they are not yet ready to reach their final fate.

Usually, prana ghosts are more helpful and less malicious than their ethereal cousins, but not always. A creature doesn’t need to have led a virtuous or enlightened life to achieve the state—it needs only the necessary force of will to slip the chains of death, and a willingness to accept whatever consequences its soul might have to endure for refusing to face judgment at the appointed time. The souls of evil creatures seeking final vengeance can be just as willful as those with righteous goals, for selfishness can drive a soul to cling to mortal existence as strongly as more noble motivations.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Occult Bestiary © 2015, Paizo Inc.; Authors: Josh Colon, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, James Jacobs, Joe Homes, Mikko Kallio, Mike Kimmel, Ron Lundeen, Kate Marshall, Kalervo Oikarinen, Stephen Radney-MacFarland, and F. Wesley Schneider.

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