Geist
Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished.
Geists typically possess only one or two special abilities. Unable to manifest, these powers are often the spirit's sole means of interacting with the Material Plane. Geists are seldom dangerous in & of themselves, but their presence often indicates the prescence of greater evils.
Geists remain in the Near Ethereal at all times, & are intanglible & invisible to creatures on the Material Plane. To those who can see ethereal creatures, a geist appears as a transparent image of its former self at the moment of its death.
Most geists are bound to a particular area, usually the location of their death. These geists cannot stray far from the area to which they are bound. A few wandering geists roam the world, however, each seeking to complete a task left undone in life.
Bussengeist
A bussengeist is a special form of wandering geist. Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed. Bussengeists wander the world, visiting locations of similar impending tragedies to lament for 3 (1d6) days before the tragedy actually occurs.
Statblock
Homebrew, Ravenloft: Denizens of Darkness (3.5e)
Bussengeist CR: 2
STR
1 -5
DEX
14 +2
CON
11 +0
INT
10 +0
WIS
10 +0
CHA
11 +0
Aura of Despair. The bussengeist radiates an aura of despair in a 120' radius. All creatures that are not constructs or undead within this radius must make a DC 12 Wisdom saving throw. On a fail, the creature has disadvantage on ability checks & saving throws that use Intelligence, Wisdom, or Charisma. On a success, the creature is immune to this bussengeist's aura for the next 24 hours.
Incorporeal Movement. The bussengeist 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.
Invisibility. The bussengeist is invisible.
Sunlight Sensitivity. While in sunlight, the bussengeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.
Phantom Shift. The bussengeist targets a creature that is not a construct or undead within 60' of it. The targeted creature makes a DC 12 Intelligence saving throw. On a failure, the creature experiences the effects of the spell Phantasmal Force with the illusion being a recreation of the bussengeist's tragic death. On a success, the creature is immune to this bussengeist's phantom shift ability for the next 24 hours.
Suggested Environments
Underdark, Urban
Poltergeist
A poltergeist is the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche.
Statblock
Monster Manual (5e)
Poltergeist CR: 2
STR
1 -5
DEX
14 +2
CON
11 +0
INT
10 +0
WIS
10 +0
CHA
11 +0
Incorporeal Movement. The poltergeist 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.
Invisibility. The poltergeist is invisible.
Sunlight Sensitivity. While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.
Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.
Suggested Environments
Underdark, Urban
Dread Domains
Almost all of the Domains of Dread are haunted to some degree by ghosts & similar spirits of the dead. Some of particular note are:
Mordent. No one stays dead in Mordent & most return as ghosts to haunt the living. Lord Godefroy uses his fellow haunts as his lieutenants & pawns in his schemes to escape his torment.
Dark Powers
The Lidless Magnus (I). Geists are in a unique position of being able to spy on the living from the ethereal plane. Very few mortals are capable of preventing this intrusion, or even of noticing being spied on at all.
The Twisted Priest (V). Hauntings often have the effect of driving the living to insanity.
The Final Breath (XIII). Geists are the vestiges of the recently deceased, but are often incapable of escaping their torturous undeath.
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