WaldgeistCreature 9
Source Pathfinder Book of the Dead
Perception +18 (darkvision)
Languages Arboreal, Common, Sylvan, Speak With Plants
Skills Acrobatics +16, Intimidation +16, Nature +18, Stealth +18, Lore +21
Str -5, Dex +6, Con +3, Int +3, Wis +6, Cha +4
AC 26; Fort +13; Reflex +16; Will +18;
HP 100 (negative healing)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5
Lignifying Hand +18 (+13, +8) to hit (finesse, magical) 2d8+7 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 SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Negative HealingA 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.
Forest GuardianA waldgeist is compelled to investigate the sound of wood or trees being damaged, such as by being burned or chopped down. A waldgeist that hears such a sound must succeed at a DC 26 will save or spend all their actions moving toward the sound until they identify the cause. This can't be used to compel a waldgeist to leave their bonded woodland. A waldgeist that succeeds at their saving throw is temporarily immune for 10 minutes.
Woodland DependentA waldgeist is mystically bonded to a single forest, jungle, orchard, grove, or other similar large, wooded area and must remain within it. If the waldgeist moves outside their bonded woodland, they're immediately destroyed.
Lignify (incapacitation, primal, transmutation)The touch of a waldgeist transforms flesh into wood. A living creature damaged by the waldgeist's lignifying hand Strike must succeed at a DC 24 fortitude save or become Slowed 1 (or Slowed 2 on a critical failure). Further failed saves against lignify increases the slowed condition. Once a creature's actions are reduced to 0 by lignify, that creature becomes Petrified, except they're transformed into wood instead of stone.
Possess Tree (primal, transmutation)Frequency once per 10 minutes
Effect The waldgeist touches a tree to merge with it, possessing it for up to 1 minute. They can end this possession early as a free action at the start of their turn. While the waldgeist possesses a tree, they lose the incorporeal trait, fly Speed, all resistances, their non-constant spells, and their lignifying hand Strike. Additionally, their size increases to Huge, they gain resistance 5 to bludgeoning and piercing damage, weakness 10 to fire, Speed 20 feet, and the following branch Strike.
Melee branch (reach 15 feet) +20, Damage 2d12+9 bludgeoning.
While a waldgeist possesses a tree, any damage that would be dealt to the waldgeist is instead dealt to the tree. The tree has 60 Hit Points. When the tree is reduced to 0 Hit Points, the waldgeist is immediately ejected, and the tree is destroyed.
Primal Innate Spells (DC 24, +16 to hit)
Cantrips (5th Level): Tanglefoot
2nd Level: Entangle (At-Will)
3rd Level: Wall of Thorns
4th Level: Speak with Plants (Constant)
5th Level: Tree Stride
Waldgeists act as avatars of nature that seek vengeance for environmental abuse, such as pollution and deforestation. These undead spirits of destroyed trees form at the site of their destruction or in a nearby woodland, if the original location was entirely razed. They become guardians of the forest, possessing power over the plants within its boundaries. Waldgeists show no mercy to anyone caught damaging their bonded woodland, attacking loggers, fey, travelers, and invasive species with equal prejudice.
When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other animals don't possess a psychology complex enough to experience the emotional catharsis required to return as undead without intervention from an outside force. Mass extinction can serve as that outside force.
Humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem can spawn a verdorite. The collective spiritual energy and emotional distress of a dying biome powers these undead, formed as conglomerates or representatives.
Traits
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.
IncorporealAn 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.