Geist
A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call.
- HP
- 114 (12d8+60)
- AC
- 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
- Speed
- fly 40 ft. (perfect)
- Init
- +9
- Melee
- incorporeal bite +14 (1d6 negative energy plus 1d4 Con)
- BAB
- +9
- CMB
- +14
- CMD
- 29
- Fort
- +9
- Ref
- +9
- Will
- +10
- Defensive Abilities
- channel resistance +4, incorporeal
Weapons: Simple
Spiritual Manipulation — Geists have the ability to take control of haunts. When a geist enters a haunt's area of effect, the geist can immediately attempt to take over the haunt by making a Charisma check. If the result of the Charisma check is equal to or greater than the haunt's CR, the geist takes over the haunt and maintains control as long as the geist remains within 1 mile. If the geist's attempt to take control of a haunt fails, the geist must retreat from the haunt's area of effect and cannot attempt to take control of the haunt again for 24 hours. When a geist controls a haunt, it can activate or suppress the haunt's effects as a free action and the haunt automatically resets in half its normal time. A haunt under a geist's control can still be neutralized when reduced to 0 hit points, but it cannot be permanently put to rest until the geist that controls it is destroyed. A geist can control a number of haunts up to its Charisma modifier at one time (usually five).
terrifying laughter (30 ft.; DC 21)
Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Skill Focus (Stealth), Weapon Finesse
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Bluff +17, Fly +18, Intimidate +20, Knowledge (religion) +15, Perception +17, Sense Motive +17, Stealth +26
- Type
- Undead
- Alignment
- CE
- Size
- Medium
- Environment
- any (haunted sites or ruins)
- Organization
- solitary or haunting (2–7)
- Treasure
- incidental
- Senses
- darkvision 60 ft.; Perception +17
- Languages
- Abyssal, Common
- Source
- Bestiary 4
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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