Remove these ads. Join the Worldbuilders Guild
Cowering Soul - Undead 3
UNCOMMONNEMEDIUMSPIRITUNDEADCOWARDICE

The horrifying visage of someone panicking, their mouth wide as if screaming in terror, the whites of their eyes visible, yet no scream is audible to you. You feel your own fear and terror rising beyond your ability to control as the spirt gets closer, your heart rate rising, pounding, thundering in your chest.
Perception 1d20+5
Languages Varies
Skills Intimidate: 1d20+11

STR +1 , DEX +3 , CON +N/A , INT +N/A , WIS -2 , CHA +4

AC 18
Saving Throws Fort 1d20+4 , Ref 1d20+8 , Will 1d20+3,[b Power Save (Strength): 1d20+5 , Logic Save (Intelligence): 1d20 , Ego Save (Charisma): 1d20+9
HP26 6d6 - Immunities Necrotic and Poison damage. Also, paradoxically the Frightened Condition, because they are already the literal embodiment of scared to death. - Weaknesses Weakness (4) to Psychic and Radiant damage - Resistances Resist (6) Fire
Speed 35 feet
Melee Melee, Ghostly Claw Swipe: 1d20+8 to hit. 1d4+1 necrotic damage. This is a touch attack, ignoring armor and shields (but not natural armor). Targets struck must attempt DC 17 Will Save. If they critically fail, the target is inflicted with Frightened (1) condition and suffers 1 point of Attribute Damage to their Charisma Attribute. If they fail, they merely are inflicted with Frightened (1) condition. If they succeed or critically succeed they suffer none of this ill effects.
Special Abilities Ecto Pool 5/5: This is a unique feature to Restless Dead of the Spirit subtype. It is a resource pool that allows them to utilize certain abilities and traits as well as insuring certain passive benefits remain active. They recover 1 point of this pool every time a living creature dies within 20 feet of them, though this cannot cause them to exceed the maximum listed in their stat table above.   Terrorizing Aura: So long as a Cowering Soul has 1 Ecto point in their Pool, they exude an ectoplasmic aura that is much like a contact toxin. It causes deep confusion, and hallucinations. Any creature that ends their turn within 20 feet of a Cowering Soul must make a DC 17 Ego Save. If they critically fail they become Confused (1), and believe everyone, friend and foe, is out to kill them. This can be resisted every round at the end of their turn, they can attempt the save again. Once removed from exposure, this episode passes after 1 minute. If they simply fail, they suffer Confused (1) condition and take 1d8 necrotic damage. If they succeed they take half damage and suffer no conditions. On a critical success a creature suffers no ill effects and is immune to this aura from this spirit for a full day (28 hours on Valerick.)   Incorporeal: This is a natural quality of any Restless Dead creature that counts as a spirit. Such creatures are not entirely of the physical realm, and as such, are not wholly vulnerable to attack in such methods. Any attacks with weapons, enchanted or otherwise, unless they have the proper entropic rune-craft enhancement, have a 25% chance of simply passing through the spirit without harming it, regardless of if it should have been a critical hit or something of that nature.   Ectoplasmic Shift: Costs 2 Ecto Points. The Cowering Soul may react to an incoming threat (even such as being in the AOE of a fireball) or attack. By spending these resource points, they simply fade away, reappearing somewhere within 50 feet of their previous location.   Shriek of the Terrified: costs 1 Ecto Point. A Cowering Soul can let out a horrifying piercing shriek, like a scream of terror but magnified by their spiritual and undead nature. Any creature within 50 feet must attempt a DC 17 Ego Save. On a critical success a creature becomes fully immune for a day and suffers no ill effects. On a success they resist the effects, though take 1d6 psychic damage for the effort. On a failure they take 1d6 psychic damage and become Frightened (1). On a critical failure they take 3d6 psychic damage and become Frightened (2). This unnaturally induced fear does not decay, and will last 1 hour, however if in combat, the high stress of the situation allows a secret Ego Save every round at the end of the afflicted character's turn if they pass they remove a Frightened condition. If they critically succeed they remove them all regardless if its more than one stack.   True Terror: This is a passive effect. So long as the Cowering Soul has 1 Ecto Point in its pool, if it uses its claw attack on a target that is suffering at least 1 instance of the Frightened Condition, they deal an additional 2d8 psychic damage to that target, and this recovers 1 Ecto Point for the Cowering Soul. Should this empowered attack kill a target, there is no peace in death. Instead that creature's soul manifests as a Cowering Soul in 1d4 hours.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

Link/Embed