Silsyche
Creature 6 (uncommon) — incorporeal, kami, spirit
When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it attracts the pity of a kami who has yet to claim a ward. Similar to how a tsukumogami manifests, such a conjoining of spiritual power can result in the formation of a silsyche—a spirit of an abandoned home who craves companionship. A silsyche never aims to outright harm those who enter the homes they form from. They are merely desperate for connectio
Source: season-of-ghosts-bestiary
Perception +14
Skills acrobatics +13, stealth +15
Str
-5
Dex
+5
Con
+4
Int
+2
Wis
+4
Cha
+0
AC 23
Fort +14
Ref +17
Will +12
HP 68
Immunities death-effects, disease, paralyzed, poison, unconscious
Resistances all-damage (except force, ghost-touch, spirit, void) 5
Speed 0 feet, fly 30 feet
Offense
Melee Touch +15, Damage 2d8+6 mental
Abilities
Inhabit Home (divine) — The silsyche inhabits a modest building and controls it. While the building is possessed, its decor shifts to reflect the silsyche's mood, such as being filled with bright light (when the silsyche is happy) or appearing old and filthy (if they're depressed). A silsyche can't willingly leave their home; if forced out of their home, the silsyche takes 3d10 force damage (DC 25 Fortitude save) at the start of each of their turns.
Rejuvenation (divine) — When a silsyche is slain, they re-form after 2d4 days within the abandoned home that serves as their domain. A silsyche can be permanently killed only if their home is completely destroyed.
Hallucinatory Home (divine, emotion, illusion, mental) — Frequency once per day
Effect The silsyche creates a hospitable but illusory environment in an attempt to entice their targets into staying, including food and amenities. Creatures in the building must attempt a DC 24 Will save.
**Critical Success** The creature is unaffected.
**Success** The creature perceives the home to be as the silsyche's illusion presents it but isn't compelled to stay.
**Failure** The creature becomes Fascinated with the building and refuses to leave. The creature can attempt another Will save at the end of each turn. On a success, it's no longer fascinated.
**Critical Failure** As failure, but the creature becomes hostile to anyone who tries to make it leave the building. The creature can only attempt another Will save to end the effect at the end of any turn in which it attacks an ally.
Spells
Illusory Object (rank 1)
Item Facade (rank 1)
Light (rank 1)
Telekinetic Hand (rank 1)
Telekinetic Projectile (rank 1)
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