Saturday, March 2, 2019

living spirits

Wrathful Ikiryo

CR 3                                                                                                                XP: 800
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +6; Senses darkvision 60 ft., sense intended victim; Perception +16
AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex)
HP 30 (4d10+8)
Fort +3, Ref +6, Will +5
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +6 (2d6 plus dazed for 1 round [Fort DC 15 negates dazed effect]) or telekinetic slam +7 (1d6+3)
Special Attacks possession, telekinetic slam, withering presence
Spell-Like Abilities (CL 9th) 2/day—teleport
Str -, Dex 14, Con 15, Int 10, Wis 13, Cha 16
Base Atk +4; CMB +4; CMD 19
Feats Blind-Fight, Improved Initiative
Skills Fly +17, Intimidate +10, Perception +16, Stealth +17
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) An ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions, and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
This spectral, humanoid form looms large in the shadows.  Its seven foot frame is grotesquely muscled, though its face is almost comically boyish but for the hateful sneer it wears.
Wrathful ikiryo are spawned from anger, hate, or a need for vengeance. They are the most violent and therefore the most easily discovered ikiryo, given their penchant for unsubtle and harmful action.
They prefer to possess targets they can use to inflict bodily harm upon their intended victims.
Covetous Ikiryo
CR 6                                                                                                               XP: 2,400
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +8; Senses darkvision 60 ft., sense intended victim; Perception +20
Aura need (30 ft., see text, Will DC 18 negates)
AC 20, touch 20, flat-footed 15 (+4 deflection, +4 Dex, +1 dodge)
HP 60 (8d10+16)
Fort +5, Ref +10, Will +7
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +12 (3d6 plus 1d4 ability damage, plus sickened for 1 round [Fort DC 18 negates])
Special Attacks invidious grasp, possession, withering presence
Spell-Like Abilities (CL 9th) 2/day—teleport
Str -, Dex 18, Con 17, Int 10, Wis 13, Cha 18
Base Atk +8; CMB +8; CMD 27
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative
Skills Fly +23, Intimidate +15, Perception +20, Stealth +23
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) An ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions, and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
Aura of Need (Su) A covetous ikiryo’s envy and sense of longing can radiate from it in a 30-foot radius. Living creatures within the aura must succeed on a Will save or become attached to another creature or object, typically one the creature already holds a fondness for (e.g. a wizard develops a compulsion for an ancient tome or library, or a character desires to be in the company of a person they already have affection towards). This acts as the sympathy spell, except any attempt to remove the person or object of a creature’s compulsion from its presence, or to remove the creature from its presence, causes the creature’s attitude to shift to hostile, and it must make another Will save at the same DC or attack the person or thing attempting to separate it from the object of its desire (including attacking the person they desire, if they’re attempting to leave, seeing this as an act of betrayal). The effects last for as long as the affected creatures are within the radius of the aura, and for 1 minute after leaving the aura. The save DC is Charisma-based. This is a mind-affecting compulsion effect.
Invidious Grasp (Su) The touch attack of a covetous ikiryo with this ability allows it to pull what it desires from others. In addition to its regular damage and effects, the ikiryo causes 1d4 damage to the ability of its choice.
This spectral, humanoid form floats through the gloom of evening. Its form is emaciated, and its fingers are long and grasping. A long tongue glides over its ghostly lips, and its eyes have a hungry, desperate look.
Covetous ikiryo are spawned from a sense of longing, envy, or lust. The progenitor’s desires are acted out vicariously through the ikiryo, which stays near to the intended victim — who may be the object of desire, or simply in possession of it — and may play out fantasies by possessing those nearby to be in physical contact with the desired person or thing. The progenitor often has pleasant dreams based on these actions.
Fearful Ikiryo
CR 9                                                                                                               XP: 6,400
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +10; Senses darkvision 60 ft., sense intended victim; Perception +24
Aura unease (30 ft., see text, Will DC 20 negates)
AC 22, touch 22, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge)
HP 114 (12d10+48)
Fort +8, Ref +8, Will +8
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +18 (5d6 plus stunned for 1 round [Fort save DC 20 negates] and –2 Dex [Fort DC 20 negates])
Special Attacks fearful screech, paralyzing gaze, possession, shivering touch, withering presence
Spell-Like Abilities (CL 12th) 2/day—teleport
Str -, Dex 22, Con 18, Int 10, Wis 13, Cha 19
Base Atk +12; CMB +12; CMD 33
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +29, Intimidate +19, Perception +24, Stealth +29
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) AAn ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
Aura of Unease (Su) A fearful ikiryo’s dread manifests as a 30-foot radius aura. Living creatures within the aura must succeed on a Will save or become shaken while within the aura’s effect, and for 1 round after leaving the area of effect. The save DC is Charisma-based. This is a mind-affecting fear effect.
Fearful Screech (Su) The fearful ikiryo can emit a fearful screech as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become frightened for 2d4 rounds. The save DC is Charisma-based. Shaken creatures affected by this ability instead become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the screech cannot be affected by the same ikiryo’s screech for 24 hours.
Paralyzing Gaze (Su) A fearful ikiryo with this ability gains a gaze attack that roots an opponent to the spot with fear. Targets who fail a Will save are paralyzed for 1d4 rounds. The gaze attack has a range of 30 feet. The save DC is Charisma-based. This is a mind-affecting fear effect.
Shivering Touch (Su) The touch attack of a fearful ikiryo with this ability makes the target shake uncontrollably, imposing a –2 penalty to Dexterity for 1d4 rounds. A successful Will save negates the effect. The save DC is Charisma-based. This is a mind-affecting fear effect.
A spectral humanoid floats in the dark, its translucent form appearing to blur from shivering, and its wide, panicked eyes threaten to pop from its head.
Fearful ikiryo are spawned from a constant, abiding dread on the part of its progenitor, usually after a pronounced scare or shock after a long period of living in fear. Unlike the wrathful ikiryo, where attacks on the intended victim are often a form of vengeance, the fearful ikiryo may be making a preemptive strike. The source of the progenitor’s fear may have done nothing overt. Whatever the case, the fearful ikiryo attempts to eradicate the source of the progenitor’s fear, often terrifying the intended victim to death, or to rash action that results in death.
Guilt Ikiryo
CR 12                                                                                                            XP: 19,200
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +10; Senses darkvision 60 ft., sense intended victim; Perception +28
Aura shame (30 ft., –2 Will saves and Cha-based checks, Will DC 23 negates)
AC 22, touch 22, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge)
HP 116 (16d10+28)
Fort +10, Ref +8, Will +8
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +18 (5d6 plus stunned for 1 round [Fort save DC 20 negates] and –2 Dex [Fort DC 20 negates])
Special Attacks guilt-ridden grasp (DC 23), retributive gaze (DC 23)
Spell-Like Abilities (CL 16th) 4/day—terrible remorse (DC 19) 2/day—teleport
Str -, Dex 22, Con 18, Int 10, Wis 13, Cha 21
Base Atk +16; CMB +16; CMD 37
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Mobility, Skill Focus (Intimiate)
Skills Fly +33, Intimidate +30, Perception +28, Stealth +33
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) AAn ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
Aura of Shame (Su) A guilt ikiryo radiates an aura in a 30-foot radius that burdens those in the area with guilt. Living creatures within the aura must succeed on a Will save or suffer a –2 penalty to all Will saves and a –2 penalty to all Charisma-based checks for as long as they remain in the aura, and for 1 round after leaving the area of effect. The save DC is Charisma-based. This is a mind-affecting effect.
Guilt-Ridden Grasp (Su) The touch attack of a guilt ikiryo with this ability fills the target with overwhelming guilt over harming others. For the next 1d4 rounds, the affected target must succeed at a Will save each time it takes an offensive action against another creature. Failure means the target becomes nauseated until the beginning of its next round. The save DC is Charisma-based. This is a mind-affecting effect.
Retributive Gaze (Su) A guilt ikiryo with this ability gains a gaze attack that causes affected creatures to struggle with remorse for past actions, making them unable to act. Targets who fail a Will save are dazed for 1d4 rounds. The gaze attack has a range of 30 feet. The save DC is Charisma-based. This is a mind-affecting effect.
Shivering Touch (Su) The touch attack of a fearful ikiryo with this ability makes the target shake uncontrollably, imposing a –2 penalty to Dexterity for 1d4 rounds. A successful Will save negates the effect. The save DC is Charisma-based. This is a mind-affecting fear effect.
This spectral form is covered in heavy armor and bears a long blade. The face plate of its helm is fashioned to resemble a scowling devil’s face.
Unlike the other ikiryo, the guilt ikiryo is formed from its progenitor’s own shame and self-loathing, and thus self-destructively targets its creator as its victim. Since progenitors of ikiryo are unaware of their connection to the creatures, they commonly believe they are being haunted by some sort of vengeful undead creature. Since the ikiryo dies with its progenitor, fatal cases are considered just that, as the haunting spirit vanishes, presumably laid to rest, when its victim dies. This type of ikiryo can be both the easiest and most difficult spirit to banish, as all that is often needed is for the progenitor to confess her sins and seek to make restitution. However, if the guilt is buried deeply enough, getting the progenitor to admit her crimes can be a daunting task, and the time to do so will be short with the guilt ikiryo wearing away on the victim.

half a shrek

Cwdcai, Half-Ogre Terror
CR 12                                                                                                             XP: 19,200
Male half-ogre barbarian (flesheater) 12 (The Tome of Horrors Complete 361; Pathfinder Roleplaying Game Occult Adventures “Flesheater”)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft.; Perception +0
Aura stench (5 ft., DC 24)
AC 19, touch 10, flat-footed 18 (-1 size, +7 armor, +2 natural, +1 Dex)
HP 199 (2d8+12d12+112)
Fort +19, Ref +5, Will +6
Defensive Abilities trap sense +4; Ref +9 vs. traps; DR 2/-; Resist fire 20
Speed 30 ft.
Melee +1 keen flaming burst battleaxe +23/+18/+13 (2d6+10/19–20 plus 1d6 fire), bite +16 (1d6+4)
Space 10 ft.
Special Attacks one flesh, rage 32 rounds/day, rage powers (animal fury, intimidating glare, renewed vigor [3d8+8 hp], terrifying howl [DC 25]), unbound rage
Str 28, Dex 13, Con 26, Int 3, Wis 11, Cha 6
Base Atk +13; CMB +23; CMD 34
Skills Climb +10, Intimidate +21, Linguistics -4, Profession (cook) +8, Survival +6, Swim +9
Languages Giant, Ogham
SQ fast movement, ogre blood
Gear elixir of fire breath, 2 doses dark reaver powder
Other Gear +2 hide armor, heavy iron skillet (as heavy steel shield), +1 keen flaming burst battleaxe, major ring of fire resistance, belt pouch with silver-plated chicken head (7 gp), 23 gp, bloodstone (100 gp)
Ogre Blood (Ex) For all special abilities and effects, a halfogre is considered an ogre.
Stench (Ex) The constant reek of the decaying sheep’s head, old blood and grease, and the naturally foul body odor coming off Cwdcai creates an extremely noxious odor in close proximity. Anyone within 5 feet of him must make a DC 24 Fortitude save or be sickened for as long as they remain within the area and 1d4 rounds after leaving. The save DC is Constitution-based.

Possessed I am possessed

Regan, Possessed Child
CR 3                                                                                                              XP: 800
Female yound Chernobog-possessed human commoner 1
CE Small humanoid (chaotic, evil, human)
Init +2; Senses Perception +4
AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex)
HP 6 (1d6+3)
Fort +0, Ref +2, Will +0
Defensive Abilities Fort +3 vs. poison; DR 10/cold iron or good; Resist electricity 20; Weaknesses spell vulnerability
Speed 30 ft.
Melee sickle +2 (1d4+1 plus trip)
Space 5 ft.
Special Attacks horns, profane attacks
Spell-Like Abilities (CL 1st) 3/day—command (DC 11), haste
Str 12, Dex 14, Con 10, Int 10, Wis 10, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Endurance, Toughness
Skills Climb +5, Perception +4, Swim +5
Languages Abyssal, Common
SQ possessed
Gear sickle
Horns (Su) Once per day as a free action, a possessed child can will numerous horns to suddenly grow from his head and arms. He can use these to easily catch weapons and yank them away from opponents. The child gains a +4 racial bonus to all disarm attempts as a result. The horns can be activated or dismissed at will, but this ability can be used only once per day. The horns will disappear on their own after 1 hour if not dismissed in that time.
Possessed (Su) A possessed child is inhabited by a portion of the imprisoned deity Chernobog. Chernobog perceives only what the child perceives and is in constant telepathic communications with the child, imparting his thoughts and desires, regardless of language. Damage that harms the child does not harm Chernobog. If the possessed child dies, Chernobog’s essence is returned to him unharmed.
Profane Attacks (Su) Each of the possessed child’s melee attacks with a natural or manufactured weapon an extra 3d6 points of damage. All melee attacks are treated as magic, chaotic, and evil-aligned for overcoming damage reduction.
Spell Vulnerability (Ex) Certain spells have special additional effects against a possessed child. A possessed child subjected to a dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the possession (reverting to a normal young human commoner 1) for a number of rounds equal to the opponent’s caster level as Chernobog’s influence is temporarily suppressed. A possessed child subjected to a banishment spell must succeed on a Will saving throw fall unconscious as Chernobog’s influence is cast from his body. However, the child remains comatose and cannot be revived until the possession is fully removed as described in area 13. An antimagic field or any antimagic effect suppresses the effects of the possession on the child (and reverting to a normal young human commoner 1) for as long as the child remains in the antimagic area.