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Seething Spirit

Creature 11 (uncommon) — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

Hatred so powerful it lives beyond the grave-this sentiment animates the ephemeral crimson apparitions known as seething spirits. Single-minded in nature, they stoke the fires of anger and hate, capable of planning and strategy, but the one thing beyond their grasp is personal growth. Though similar to ghosts, seething spirits retain much less of their former living selves. Most of their soul has moved on, and only the fury remains. There's no way to set a seething spirit to rest: only violence

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +15
Skills acrobatics +21, deception +20, diplomacy -5, intimidation +24, stealth +21
Str
-5
Dex
+6
Con
+0
Int
+2
Wis
-2
Cha
+7
AC 29 Fort +17 Ref +23 Will +21
HP 145
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, mental, vitality) 10
Weaknesses emotion 12
Speed 0 feet, fly 40 feet

Offense

Melee Ephemeral Claw +22, Damage 3d12+7 slashing

Abilities

Taste Anger (Imprecise) 1 mile (detection, occult) — The spirit can taste anger and hatred from creatures experiencing those emotions within 1 mile (imprecise).
Constant Spells — Constant Spells
Pulse of Rage (aura, emotion, mental, occult) — 20 feet. This aura emanates from any creature possessed by the seething spirit, and it's inactive while the spirit isn't possessing anyone. Any creature in the aura, including a creature possessed by the spirit, takes a -1 status penalty to AC, can't perform actions with the concentrate trait except for the Seek action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls against the spirit's enemies. A creature can attempt a DC 30 Will save when it enters the aura to avoid the effect. If the creature would need to attempt a save against the aura again within 24 hours, it automatically uses the same save result rather than attempting a new save.
Void Healing — Negative Healing
Vulnerable to Calm Emotions — A seething spirit can't attempt to possess a creature affected by Calm. If creature possessed by a seething spirit fails a saving throw against calm emotions , the spirit is forced out. If the spirit isn't possessing a creature and is targeted with calm emotions , the spirit takes 12 mental damage per rank of the spell instead of the normal spell effects.
Furious Possession — The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a Possession spell (DC 30 Will), except since the spirit doesn't have a physical body, they're not Unconscious and Paralyzed when the effect ends. The spirit can't Dismiss the possession. The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee Strike, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics.

Spells

Tongues (Constant) (rank 5)
Suggestion (rank 4)
Mind Reading (At Will) (rank 3)
Invisibility (At Will) (Self Only) (rank 2)
Paranoia (rank 2)
Remove Fear (rank 2)
Ventriloquism (At Will) (rank 1)

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