Monster Dossier

Geist

Geist is a fantasy monster entry from source BotD.

Level 9

Traits

cemediumincorporealundead

Rules & statistics

Monster Profile

Perception

17

Senses

  • Name
    darkvision

Languages

Languages
  • common
  • necril
Abilities
  • telepathy 100 feet

Skills

Acrobatics
20
Deception
18
Intimidation
20
Religion
17
Stealth
20

Ability Mods

Str
-5
Dex
5
Con
0
Int
2
Wis
2
Cha
5

Defenses

Ac
26
Saving Throws
Fort
13
Ref
20
Will
17
Hp
  • Hp
    120
    Abilities
    • negative healing
Immunities
  • death effects
  • disease
  • paralyze
  • poison
  • unconscious
Resistances
  • Name
    all damage
    Amount
    10
    Note
    except force, ghost touch, or positive; double resistance vs. non-magical

Speed

Fly
30

Attacks

  • Range
    Melee
    Traits
    • agile
    • magical
    Name
    bite
    Attack
    20
    Damage
    1d10+11 piercing

Abilities

Mid
  • Name
    Power of the Haunt
    Entries
    • If a geist is within 100 feet of a haunt that isn't disabled or destroyed, they gain a +2 status bonus to AC and saving throws and deal an additional 1d6 negative damage with bite Strike||Strikes. A creature that succeeds at a 20 check to Seek or Recall Knowledge about the geist sees that the tendrils from the geist's cloak grow thicker and more agitated the closer it gets to the haunt.
Bot
  • Name
    Terrifying Laugh
    Activity
    Number
    1
    Unit
    action
    Traits
    • divine
    • emotion
    • enchantment
    • fear
    • mental
    Frequency
    Number
    1
    Unit
    minute
    Entries
    • The geist unleashes soul-piercing laughter in a 20-foot emanation, lasting until the beginning of their next turn. Any creature in the area or entering it must succeed at a 26 Will save or be overcome with panicked laughter, becoming frightened||frightened 2 (or frightened||frightened 3 on a critical failure). A creature attempts only one save per Terrifying Laugh, and a creature that succeeds on its saving throw is temporarily immune for 24 hours.
  • Name
    Wrath of the Haunt
    Activity
    Number
    2
    Unit
    action
    Traits
    • divine
    • necromancy
    Frequency
    Number
    1
    Unit
    round
    Requirements
    The geist is within 100 feet of an active haunt
    Entries
    • The haunt feeds necromantic power into the geist, becoming inactive until the end of the geist's next turn and deactivating the power of the haunt aura until the haunt becomes active again. The edges of the geist's cloak transform into whip-like tendrils that lash out at nearby creatures. Any living creature within 10 feet of the geist takes 4d10 slashing damage plus 4d6 negative damage (28 basic Reflex save).

Background

Lore

No lore provided.