Hello, and welcome back to another Frightful Fridays! The first monster for today is not my creation. Instead Paizo friends Orthos (aka Brian Ratcliff) and Scintillae created this neat spirit similar to Bob from the Dresden Files series. I wanted to share this with you, and it also gives me a chance to highlight Orthos's blog, which details his campaign world and his thoughts on various roleplaying elements. This handy link will take you to his blog. Check it out!
Thanks for stopping by for the intellect spirit, which I hope you will enjoy! I'll be back in roughly 24 hours with a new monster.
A sparkling cloud of lights hovers in the air. A few sparks coalesce into points of light positioned almost like eyes, then the mass swirls away, diving into a wax-covered skull on the mantle, whose eye sockets suddenly glimmer with light of the exact same shade.
Intellect Spirit CR 5XP 1,600
N Tiny fey (incorporeal)
Init +3; Senses low-light vision; Perception +10
AC 19, touch 19, flat-footed 16 (+3 Dex, +4 deflection, +2 size)
hp 33 (6d6+6)
Fort +3, Ref +8, Will +5
Weakness vulnerability to sunlight
Speed fly 60 ft. (perfect)
Melee touch +8 (1d4 electricity plus brain drain [DC 19])
Special Attacks brain drain
Spell-Like Abilities (CL 6th; concentration +10)
Constant—comprehend languages, detect magic, read magic
At will—dancing lights, identify, invisibility
5/day—color spray (DC 15), haunting mists (DC 16)
3/day—arcane sight, detect scrying, divination, scrying (DC 18), legend lore
Str —, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +3; CMB +1; CMD 14
Feats Ability Focus (brain drain), Alertness, Magical Aptitude, Weapon Finesse (B)
Skills Appraise +10, Craft (alchemy) +11, Fly +22, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (local) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +14, Perception +10, Sense Motive +9, Spellcraft +15, Stealth +10; Racial Modifiers +6 Knowledge (all)
Languages Aklo, Common, Draconic, Elven, Gnomish, Sylvan
SQ exceptional knowledge, partnership, possession
Brain Drain (Su) An Intellect Spirit can violently probe the mind of a single intelligent enemy when it makes a touch attack. The target receives a Will save to negate the effect. Those who fail this save are wracked with pain, taking 6d4 points of damage. After successfully attacking with this ability, the Intellect Spirit may, as a free action, sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus as a bonus to its own score. The randomly stolen thoughts remain in the Spirit’s mind for a number of rounds equal to its Intelligence modifier. Treat the knowledge gained as if it had used detect thoughts. This is a mind-affecting effect.
Exceptional Knowledge (Ex) An Intellect Spirit is a vast repository of information, usually crafted from the cooperation of a powerful mortal spellcaster and a fey or outsider of immense intellect and knowledge. It treats Appraise, all Knowledge skills, Linguistics, and Spellcraft as class skills, and gains a racial bonus equal to its hit dice on all Knowledge skills. It uses Intelligence to determine the DC of its spell-like and supernatural abilities, as well as its deflection bonus to AC gained from the Incorporeal subtype.
Partnership (Ex) Quite often, an Intellect Spirit enters an agreement with a mortal, offering their expansive knowledge, experience, and intellect in exchange for shelter, company, and payment. This is usually determined by the partner providing an inanimate object to serve as the Spirit’s host, often something that will give the Spirit a corporeal shape with the ability to visibly speak, such as a skull, a music box, or such like. Once the Spirit has taken the object as its own, the Partnership can be transferred to a new partner simply by the object changing ownership.
While engaged in a Partnership, an Intellect Spirit’s personality is strongly shaped and influenced by that of its partner. A Spirit partnered to a kindly old priest will be friendly, gentle, and comforting; one partnered to a reclusive, scholarly wizard will be curt, professional, and bookish; and one partnered to a wicked necromancer will become cold, vicious, and destructive. These "personalities" are hidden away while the Spirit is not partnered with the partner who initiated them; however, they can be summoned forth again if the partner requests or if the Spirit wishes them to be. The Spirit retains vague memories of its personality when with other partners, but retains most or all of the knowledge it acquired in that time.
In exchange for its service and its loyalty, the Spirit usually requests shelter and protection from its partner as well as a regular payment of a peculiar sort. Intellect Spirits have little need for money, gems, food, or even magical items; being fey, their requests are usually more bizarre or abstract. Examples include particular stones, a specific scent of incense, a certain genre of books, objects from a specific location of interest, feathers from a certain type of bird, and such like.
Possession (Su) An Intellect Spirit can possess an inanimate object, a willing or helpless intelligent creature (a creature with Intelligence 6 or higher), or any creature with an Intelligence below 6. While possessing something, the Spirit is invulnerable to all attacks, including its vulnerability to sunlight, until it ends the possession or its host is destroyed or killed. A Spirit may leave a small sign of its presence - glowing eyes, a halo of sparks, or other markings - on its host object or creature, but it may also choose not to leave these marks; showing or hiding the mark is a free action.
While possessed, a living creature gains the Possessed quality:
Possessed (Su) A creature is inhabited by a specific Intellect Spirit. The spirit can neither control the possessed creature nor read its mind, and it perceives only what the possessed creature does. The Spirit is in constant telepathic communication with the possessed creature, imparting its thoughts and desires regardless of language. To gain the possessed creature’s cooperation, the demon usually offers telepathic suggestions that it thinks its host might find appealing. While possessing another creature, the demon does not have access to any of its spell-like abilities. It cannot cast spells or take purely mental actions beyond thinking and using Intelligence-, Wisdom-, and Charisma-based skills. It cannot be targeted by any spell or effect, but it can be detected normally by divination spells. Damage that harms the possessed creature does not harm the possessing Spirit. If the possessed creature dies, the Spirit appears in its square. The Spirit can exit the possessed creature at any time as a standard action. When it does so, it appears in the nearest available open space.
Vulnerability to Sunlight (Su) An Intellect Spirit is harmed when exposed to direct sunlight, taking 1d6 points of damage every round it is exposed. Most Intellect Spirits avoid harm from the sun by remaining indoors or in safe locations during the day, possessing an animal, or possessing an object and leaving it in the care of a trusted carrier.