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PyrogeistCreature 10


UncommonCELargeIncorporealSpiritUndead
Source Pathfinder #184: The Ghouls Hunger
Perception +20
Languages Common, Necril
Skills Acrobatics +22, Intimidation +22, Stealth +22
Str -5, Dex +7, Con +0, Int -1, Wis +3, Cha +5

AC 29; Fort +16; Reflex +19; Will +18;
HP 130 (negative healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Ghastly Flames One Action +23 (+19, +15) to hit (agile, finesse, magical, negative, reach 10) 2d12+8 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. PositiveNegative 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.

Rejuvenation (necromancy, occult)

When a pyrogeist is destroyed, it reforms where it was destroyed after 2d4 days, fully healed. The pyrogeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Breath Weapon Two Actions (arcane, evocation, negative)

A pyrogeist can spit a cone of spectral fire in a 30-foot cone, dealing 10d6 negative damage (DC 29 basic fortitude). A creature that fails the save also takes 1d6 Persistent negative Damage and is subject to the effects of Faerie Fire until the persistent damage ends.

Pyrokinetic Whirlwind One Action (concentrate, negative, occult, polymorph, transmutation)

The pyrogeist transforms into a 40-foot tall vortex of spectral flame that appears to immolate everything within a 10-foot burst. A creature within this area take 2d12 + 20 negative damage (DC 29 basic fortitude).

Soul Consumption (divine, evil, necromancy)

The spirit of a creature that dies from damage dealt by the pyrogeist's Pyrokinetic Whirlwind is trapped within the pyrogeist as if subjected to the effects of the bind soul spell. This effect persists until the pyrogeist is destroyed or chooses to set the soul free. The spirit remains trapped whether or not the pyrogeist is using Pyrokinetic Whirlwind. A pyrogeist can contain only one soul at a time in this manner.


Divine Innate Spells (DC 29, +21 to hit)

Cantrips (5th Level): Ghost Sound, Mage Hand
2nd Level: Telekinetic Maneuver (At Will)
5th Level: Illusory Scene (At Will), Telekinetic Haul (At Will)


Born from the deaths of arsonists who died in the fires they started, pyrogeists are roiling infernos whose spectral fire emits no actual heat and harms only living creatures. Obsessed with sharing their torment with the living, pyrogeists haunt the area of their demise until whatever wrong they refuse to forgive has been righted, and they are finally put to rest. While pyrogeists can't set their own fires, they often use their terrifying illusory capabilities and telekinetic powers to lure their victims into setting themselves ablaze.


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.