Seething Spirit

CREATURE 11

uncommon ce medium incorporeal spirit undead 

Perception +15; darkvision, tastes anger 1 mile (imprecise)

Languages Common, Dwarven, Jotun; tongues

Skills Acrobatics +21, Deception +20, Intimidation +24, Stealth +21

Str -5 Dex +6 Con +0 Int +2 Wis -2 Cha +7

Taste Anger (detection, divination, occult) The spirit can taste anger and hatred from creatures experiencing those emotions within 1 mile (imprecise).

AC  29; Fort +17, Ref +23, Will +21

HP 145, negative healing; Immunities poison, precision, death effects, disease, paralyzed, unconscious; Weaknesses emotion; Resistances all damage 10 (except emotion, force, ghost touch, mental, or positive; double resistance vs. non-magical)

Pulse of Rage (aura, emotion, enchantment, mental, occult) 20 feet. This aura emanates from any creature possessed by the seething spirit, and it's inactive while the spirit isn't possessing anyone. Any creature in the aura, including a creature possessed by the spirit, takes a –1 status penalty to AC, can't perform actions with the concentrate trait except for the Seek action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls against the spirit's enemies. A creature can attempt a DC 30 Will save when it enters the aura to avoid the effect. If the creature would need to attempt a save against the aura again within 24 hours, it automatically uses the same save result rather than attempting a new save.

Vulnerable to Calm Emotions A seething spirit can't attempt to possess a creature affected by calm emotions. If creature possessed by a seething spirit fails a saving throw against calm emotions, the spirit is forced out. If the spirit isn't possessing a creature and is targeted with calm emotions, the spirit takes 12 mental damage per level of the spell instead of the normal spell effects.

Speed fly 40 feet

Melee [>] ephemeral claw +22 (evocation, occult), Damage 3d12+7 slashing

Occult Innate Spells DC 32; 6th paranoia, remove fear, suggestion (×3); 3rd mind reading (at will); 2nd invisibility (at will, self-only), ventriloquism (at will); Constant (6th) tongues

Furious Possession [>>] The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a possession spell (DC 30), except since the spirit doesn't have a physical body, they're not unconscious and paralyzed when the effect ends. The spirit can't Dismiss the possession. The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee Strike, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics.

Bestiary 3, page 228.

Open Seething Spirit in the interactive creatures list or browse all creatures starting with S.