Geist

geist.pngArmor Class: 5
Hit Dice: 3*
Move: 90’ (30’)
Fighting Capability: +4
Saving Throw: 8
Damage: 2d4 energy drain
Dungeon Encounter: 1d6
Wilderness Encounter: 1d8
Morale: 12
Alignment: Chaotic
XP Value: 160

A geist (sometimes known to superstitious rustics as a deadwight or dead’ite) is a location-bound spirit, a restless and malevolent soul condemned to haunt the place where its physical body was interred. The geist itself is incorporeal and invisible, with no physical form: it must animate its own corpse in order to interact with the world, but it does so more like an awkward puppeteer than a possessing spirit.

The touch of a geist drains away 2d4 hit points from both a target’s maximum and current hit points. Maximum hit points energy-drained in this fashion recover at a rate of only 1 point per full day of complete bed-rest. Should a character’s maximum hp ever be reduced to 0 by a geist, the character dies instantly, and that character will rise again 1d4 days later as a geist under the the control of the one that slew him. Geists can only be harmed by weapons of silver, elfsteel, orichalcum, or adamantite. As semi-corporeal beings, geists are vulnerable to the bind spirits spell.

Geist

The Shade Isle Campaign jhiggins327 jhiggins327