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 |
HP | 26 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.
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