Remove these ads. Join the Worldbuilders Guild

SGttEH 313

Geist
MEDIUM UNDEAD CHAOTIC EVIL

Geists are two souls intertwined in a solemn dance of despair and suffering. Created by the will of a Great One, these souls ripped from fallen bodies now do their creator’s bidding without judgment or rationale. While their appearance differs from typical ghosts, they too glide through the air with the same eerie motions as their undead brethren. Their form twists and changes, capable of resisting even the blows of magical weapons. Their existence is the reason why most hunters carry plain steel weapons as back up.

Dying Breed. When the moon was shattered, most geists broke along with it. This was the undeniable proof that the hunters had the powers to break and end the Scourge afflicting them. In Luyarnha, death offers no respite; a person’s body and soul risk becoming the tortured pawns of vile masters, thus the denizens of the city show a fighting spirit rarely seen elsewhere.


Armor Class: 12

Initiative: +2 (12)

Hit Points: 22hp (5d8) 5d8

Speed: 30 ft, fly 30 ft, 60 ft (run), 60 ft (flight)

Challenge: 1 (XP 200; PB +2)
    MOD SAVE
STR 1 -5 -5
DEX 14 +2 +2
CON 11 +0 +0
    MOD SAVE
INT 10 +0 +0
WIS 10 +0 +0
CHA 11 +0 +0

Resistances: Acid, Fire, Lightning, Necrotic, Thunder

Immunities: Cold, Poison, Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconcious

Senses: Darkvision 60 ft, Passive Perception 10

Languages: understands all languages it knew in life but can't speak


Traits

Abhorrent Body. The geist can assume either an ethereal or material form. In its ethereal form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't moongilded or silvered. In its material form, it has resistance to bludgeoning, piercing, and slashing damage from magical attacks that aren't moongilded or silvered. The geist can change form as a bonus action. The geist’s other traits and actions are determined by its form.

Death Burst (Material Form). When the geist dies, it explodes in a burst of poison. Each creature within 5 feet of it must make a DC 10 Constitution saving throw, taking 4 ( 1d8 ) poison damage on a failed save, or half as much damage on a successful one.

Incorporeal Movement (Ethereal Form). The geist can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object. If it changes to its material form while inside an object, it takes 11 ( 2d10 ) force damage and is shunted to the nearest unoccupied space.

Sunlight Sensitivity (Ethereal Form). While in sunlight, the geist has disadvantage on attack rolls, as well as on Perception checks that rely on sight.


Actions

Glacial Touch (Ethereal Form). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 ( 3d6 ) cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Rotten Touch (Material Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) poison damage and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Created by

Ceadeus.

Statblock Type

Monster/NPC

Link/Embed