Shadefield Spirit

Level 5
Creature· ghostMediumRemaster
AC
20
HP
70
Speed
0 ft.
Perception
+13
Fort
+8
Ref
+12
Will
+14
Immunities death-effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances all-damage 5
Languages common, orcish, shoanti, varisian
Senses darkvision
Skills intimidation +13, occultism +12, stealth +10
Other Speeds fly 25 ft.
Recall Knowledge DC 20 (occultism, religion)

Attacks

Melee Fiery Hand +15 (agile, finesse, magical), Damage 1d6 fire plus 2d6 void

Abilities

Site Boundinteraction

The Shadefield spirit is bound to the Shadefields.


A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

Rejuvenation

Putting Diskah Night Watcher's spirit to rest allows the Shadefield spirit to return to its original role as a guardian haunt.


When a ghost is destroyed, it re-forms after within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Void Healing
Cindery Assault◆◆

The Shadefield spirit cries out in pain and anguish as flaming objects and debris fly about in a 30-foot emanation. Creatures in this area take 3d6 bludgeoning 1d6 persistent fire (DC 20 reflex save).

Corrupting Gaze◆◆

The Shadefield spirit stares at a creature it can see within 30 feet. The target takes 3d6 void damage (DC 20 will save). A creature that fails its save is also Stupefied 1 for 1 minute.

Sworn to the Storm

The Shadefield spirit gains a +1 circumstance bonus to attacks against creatures that have attempted to Disable the Shoanti ancestor storm.

The ghost commoner is an ordinary person who believes they died unjustly.


When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.