Vengeful Geist (3.5e Creature)

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Vengeful Geist (Ju-On)
Size/Type: Medium Undead
Hit Dice: 24d12 (156 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 40 ft. (6 squares)
Armor Class: 51 (+8 Dex, +15 natural, +13 deflection), touch 31, flat-footed 43
Base Attack/Grapple: 12/20
Attack: Touch +25 (4d6+15 negative energy plus energy drain) melee
Full Attack: Touch +25 (4d6+15 negative energy plus energy drain) melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, lifequench, energy drain, greater finesse, terror, curse mark, spell-like abilities
Special Qualities: Darkvision 60 ft., undead traits, +16 turn resistance, damage reduction 10/-, unholy fervor
Saves: Fort 16, Ref 24, Will 28
Abilities: Str 11, Dex 27, Con —, Int 13, Wis 22, Cha 36
Skills: Hide +29, Knowledge (religion) +27, Listen +27, Move Silently +29, Spot +27
Feats: Blinding Speed, Combat Reflexes, Deflect Arrows, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Spellcasting Harrier, Stealthy, Stunning Fist.
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 25-48 HD (Medium)
Level Adjustment:
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Vengeful geists appear as pale corpses with long black hair and black pupils, wearing the tattered remnants of the garments they wore in life. They are beings consumed with hate and malice, ususualy resulting when a sentient creature dies in the throes of great anger or sorrow.

Vengeful geists understand any language they spoke in life (usually Common), but cannot speak.


Improved Grab (Ex): To use this ability, a vengeful geist must hit with its touch attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Lifequench (Su): A vengeful geist that begins its turn pinning an opponent engulfs that opponent with its hair, forcing them to make a DC 35 will save to avoid being slain instantly. An opponent that makes the save instead gains 2d4 negative levels (as the energy drain spell).

Energy Drain: Living creatures hit by a vengeful geist's touch attack gain two negative levels. The DC is 35 for the fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vengeful geist gains 5 temporary hit points, and for every two such levels, it gains a +1 circumstance bonus on grapple checks against that opponent for 1 minute.

Greater Finesse (Ex): Vengeful geists are terrifyingly nimble, and can apply their Dexterity modifier instead of their Strength modifier to grapple checks.

Terror (Su): Target opponent within 30 ft. of the vengeful geist becomes paralyzed with fear for 2d6 rounds (Will DC 35 negates).

Curse Mark (Su): As a free action, a vengeful geist can afflict a creature within 20 ft. with a curse mark. The vengeful geist always the general location of a marked creature, provided it is within 50 miles of the marked creature, and may scry on a marked creature twice per day, with the marked creature recieving a -15 penalty on its Will save against the scrying.

Spell-Like Abilities: At will:darkness, dimension door (self plus 50 pounds of objects only), persistent image (DC 29), true seeing, greater teleport (self plus 50 pounds of objects only), etherealness. Caster level 24th. The save DCs are Charisma-based.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, Energy DrainAbility Damage, ability drain, or Energy Drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

Turn Resistance (Ex): A vengeful geist has +16 turn resistance.

Damage Reduction (Ex): A vengeful geist has DR 10/-.

Unholy Fervor (Ex): The vengeful geist adds half of its Charisma modifier as a bonus on all its saving throws, and its full Charisma modifier as a profane bonus to its attack rolls and as a deflection bonus to its AC.

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