Library / Bestiary

Geist

CR 9.00 Undead CE Medium
This disembodied phantom wears black robes that swirl around a maw of sharp teeth.

A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call.

STR
-
DEX
20
CON
-
INT
15
WIS
15
CHA
21
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 from Feat

<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>

Combat Reflexes from Feat

<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>

Skill Focus from Feat

<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>

Weapon Finesse from Feat

<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

Details
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
Sources Used in This Record
5 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.