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Grappling SpiritCreature 9


UncommonLNMediumIncorporealSpiritUndead
Source Pathfinder Book of the Dead
Perception +17 (darkvision)
Languages Common
Skills Acrobatics +19, Athletics +21, Diplomacy +18, Lore +15, Intimidation +20, Performance +20
Str -5, Dex +6, Con +4, Int +0, Wis +2, Cha +5

AC 27; Fort +19; Reflex +19; Will +15;
HP 125 (negative healing)
Speed 0 feet (fly 60 feet)
Immunities death effects, disease, paralyzed, poison, precision, sleep
Resistances All 10

Ghostly Hand One Action +21 (+17, +13) to hit (agile, finesse, magical, nonlethal) 2d10+12 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Warrior's Mask

A grappling spirit wears a mask that allows them to abandon their original form and become a warrior focused solely on combat. This mask is quasi-corporeal, allowing it to be manipulated by both corporeal and incorporeal creatures. A creature who has the grappling spirit Grabbed or Restrained can remove the mask as an Interact action by succeeding at an DC 29 athletics check against the grappling spirit's Fortitude DC. Removing a grappling spirit's mask causes the spirit to fly into a frenzy. The grappling spirit becomes Quickened and can use their extra action to Fly, Grapple, or Strike. They also gain a +4 status bonus to damage rolls, and they take a -4 status penalty to AC and Reflex saving throws. If the mask is put back on, the grappling spirit ends their frenzy.

Ghostly Grasp

A grappling spirit can Grapple corporeal creatures despite being incorporeal. The grappling spirit uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip.

Submission Lock Two Actions (nonlethal)

Requirements The grappling spirit has a creature Grabbed or Restrained


Effect The spirit saps their opponent's strength with a supernatural grip. The grappling spirit attempts an Athletics check to Grapple a creature they have grabbed or restrained, also adding 4d10+12 negative damage, depending on the result.


Critical Success The creature takes double damage. If it's already enfeebled, it falls Unconscious. If not, it is Enfeebled 2 until the end of its next turn and Enfeebled 1 for 1 minute.

Success The creature takes full damage and is enfeebled 1 until the end of its next turn.

Teleporting Clothesline Two Actions (conjuration, occult, teleportation)

Requirements The grappling spirit has a creature Grabbed or Restrained


Effect The grappling spirit pushes the creature 15 feet in a straight line. The spirit immediately teleports 20 feet to intercept. They make a ghostly hand Strike against the creature. On a hit, the creature is knocked Prone, and on a critical hit, it also takes an additional 2d6 bludgeoning damage as it's driven to the ground.

Victory Celebration

If a spirit knocks a creature Unconscious, each creature within 60 feet that witnesses the victory is targeted with a DC 26 will Roaring Applause spell. The spirit must spend all their actions until the end of the turn celebrating, and a new medal or belt appears on the spirit.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


When a great gladiator or wrestler meets their demise, their soul can sometimes linger out of a love for combat and sport. Every grappling spirit manifests a mask that represents the legacy of the warrior they were during their life.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.