Hello, and welcome to a late Frightful Fridays! This week's entry continues the run of undead creatures requested by Patrick. During the discussion about this monster, our mutual friend Paris, suggested the name "infused spirit" and the idea that it has positive energy, rather than fire. I spun that off a little bit so that it retained its negative energy, but it also absorbed an incredible amount of positive energy (in its second former life) that revived it and made it hunger for more.
I hope you enjoy the infused spirit, and I'll be back next time with a new monster from Patrick's list. Thanks for reading!
This ghostly figure wears ancient armor and carries a shield and spear; its body trails off into a swirl of light and dark energy.
Infused
Spirit CR 9
XP 6,400
NE Medium undead
Init +6; Senses darkvision 60 ft., deathwatch; Perception +20
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 119 (14d8+56)
Fort +8, Ref +10, Will +12
Immune positive energy, undead traits; Resist cold 10
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee +1 grayflame shortspear +18/+13 (1d6+8), or touch +18 (life siphon)
Special Attacks channel negative energy (7/day, 7d6, DC 21), life siphon
XP 6,400
NE Medium undead
Init +6; Senses darkvision 60 ft., deathwatch; Perception +20
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 119 (14d8+56)
Fort +8, Ref +10, Will +12
Immune positive energy, undead traits; Resist cold 10
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee +1 grayflame shortspear +18/+13 (1d6+8), or touch +18 (life siphon)
Special Attacks channel negative energy (7/day, 7d6, DC 21), life siphon
Spell-Like
Abilities (CL 14th; concentration +18)
Constant--deathwatch
STATISTICS
Str 25, Dex 23, Con —, Int 10, Wis 17, Cha 18
Base Atk +10; CMB +17; CMD 34 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Command Undead, Dodge, Furious Focus[APG], Mobility, Power Attack
Skills Fly +14, Intimidate +21, Knowledge (religion) +17, Perception +20, Spellcraft +16
Languages Common
SQ absorb positive energy
STATISTICS
Str 25, Dex 23, Con —, Int 10, Wis 17, Cha 18
Base Atk +10; CMB +17; CMD 34 (can't be tripped)
Feats Cleave, Cleaving Finish[UC], Command Undead, Dodge, Furious Focus[APG], Mobility, Power Attack
Skills Fly +14, Intimidate +21, Knowledge (religion) +17, Perception +20, Spellcraft +16
Languages Common
SQ absorb positive energy
ECOLOGY
Environment
any land
Organization
solitary
Treasure
none
SPECIAL ABILITIES
Absorb Positive Energy (Su) If an infused spirit is within the radius of a channel positive energy for healing, as an immediate action it can attempt a Will save (same DC as if the channel were used to harm creatures). If it succeeds, it heals damage and otherwise negates the channel attempt. Additionally, if an infused spirit is a valid target for a spell that heals multiple creatures (such as mass cure light wounds), if it succeeds at a Spellcraft check to identify the spell, it can also attempt to absorb the spells energy as above.
Life Siphon (Su) If an infused spirit succeeds at a touch attack, it Inflicts 6d6 points of damage to creature touched (DC 21 Will save for half), and heals the infused spirit half that amount.
Immune to Positive Energy (Su) With the exception of its absorb positive energy ability, an infused spirit can neither be harmed nor healed by positive energy. It retains its immunity to negative energy.
SPECIAL ABILITIES
Absorb Positive Energy (Su) If an infused spirit is within the radius of a channel positive energy for healing, as an immediate action it can attempt a Will save (same DC as if the channel were used to harm creatures). If it succeeds, it heals damage and otherwise negates the channel attempt. Additionally, if an infused spirit is a valid target for a spell that heals multiple creatures (such as mass cure light wounds), if it succeeds at a Spellcraft check to identify the spell, it can also attempt to absorb the spells energy as above.
Life Siphon (Su) If an infused spirit succeeds at a touch attack, it Inflicts 6d6 points of damage to creature touched (DC 21 Will save for half), and heals the infused spirit half that amount.
Immune to Positive Energy (Su) With the exception of its absorb positive energy ability, an infused spirit can neither be harmed nor healed by positive energy. It retains its immunity to negative energy.
An infused spirit forms when an overwhelming amount of positive
energy would otherwise destroy an undead creature. Rather than killing the
creature, the negative energy animating it mixes with the positive energy to
give it an additional attempt at unlife. The horrific combination of energies
renders the new creature immune to positive energy attacks, while instilling an
overpowering hunger in it. It seeks living creatures to devour their life
essences.
An infused spirit also wishes to expel the negative energy at
the core of its being. It can channel negative energy as a way to release it
but prefers not to, since it “sours” the life energy of its prey. Instead, it
infuses the weapon construct with greyflame
energy, so it can harm lone, difficult-to-kill opponents. The weapon construct
and armor construct are manifestations of the collision between the opposing
energies, and usually match the armaments worn by the infused spirit in life.