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Grappling Spirit

Creature 9 (uncommon) — incorporeal, spirit, undead

Pre-Remaster content. May include legacy alignment.

When a great gladiator or wrestler meets their demise, their soul can sometimes linger out of a love for combat and sport. Every grappling spirit manifests a mask that represents the legacy of the warrior they were during their life.

Source: book-of-the-dead-bestiary (Pre-Remaster)

Perception +17
Skills acrobatics +19, athletics +21, diplomacy +18, intimidation +20, performance +20
Str
-5
Dex
+6
Con
+4
Int
+0
Wis
+2
Cha
+5
AC 27 Fort +19 Ref +19 Will +15
HP 125
Immunities bleed, death-effects, disease, paralyzed, poison, precision, sleep
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 60 feet

Offense

Melee Ghostly Hand +21, Damage 2d10+12 void

Abilities

Void Healing — Negative Healing
Warrior's Mask — A grappling spirit wears a mask that allows them to abandon their original form and become a warrior focused solely on combat. This mask is quasi-corporeal, allowing it to be manipulated by both corporeal and incorporeal creatures. A creature who has the grappling spirit Grabbed or Restrained can remove the mask as an Interact action by succeeding at an DC 29 Athletics check against the grappling spirit's Fortitude DC. Removing a grappling spirit's mask causes the spirit to fly into a frenzy. The grappling spirit becomes Quickened and can use their extra action to Fly, Grapple, or Strike. They also gain a +4 status bonus to damage rolls, and they take a -4 status penalty to AC and Reflex saving throws. If the mask is put back on, the grappling spirit ends their frenzy.
Ghostly Grasp — A grappling spirit can Grapple corporeal creatures despite being incorporeal. The grappling spirit uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip.
Submission Lock (nonlethal) — **Critical Success** The creature takes double damage. If it's already enfeebled, it falls Unconscious. If not, it is Enfeebled 2 until the end of its next turn and Enfeebled 1 for 1 minute. **Success** The creature takes full damage and is enfeebled 1 until the end of its next turn.
Teleporting Clothesline (occult, teleportation) —
Victory Celebration — If a spirit knocks a creature Unconscious, each creature within 60-foot emanation{60 feet} that witnesses the victory is targeted with a DC 26 Will Roaring Applause spell. The spirit must spend all their actions until the end of the turn celebrating, and a new medal or belt appears on the spirit.
Improved Grab — Improved Grab

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