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Waldgeist

Creature 8 (uncommon) — spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

ShadeLANDspiritundeadunholy

Waldgeists act as avatars of nature that seek vengeance for environmental abuse, such as pollution and deforestation. These undead spirits of destroyed trees form at the site of their destruction or in a nearby woodland, if the original location was entirely razed. They become guardians of the forest, possessing power over the plants within its boundaries. Waldgeists show no mercy to anyone caught damaging their bonded woodland, attacking loggers, fey, travelers, and invasive species with equal

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

Perception +18; darkvision
Languages arboreal, common, fey; speak with plants
Skills acrobatics +16, intimidation +16, nature +18, stealth +18, Woodland Lore (Applies Only to the Woodland the Waldgeist is Bonded To) +21
Str
-5
Dex
+6
Con
+3
Int
+3
Wis
+6
Cha
+4
AC 26 Fort +13 Ref +16 Will +18
HP 100 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Speed 0 feet

Offense

Melee Lignifying Hand (finesse, magical) +18, Damage 2d8+7 void plus Lignify

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Forest Guardian — A waldgeist is compelled to investigate the sound of wood or trees being damaged, such as by being burned or chopped down. A waldgeist that hears such a sound must succeed at a DC 26 Will save or spend all their actions moving toward the sound until they identify the cause. This can't be used to compel a waldgeist to leave their bonded woodland. A waldgeist that succeeds at their saving throw is temporarily immune for 10 minutes.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Woodland Dependent — A waldgeist is mystically bonded to a single forest, jungle, orchard, grove, or other similar large, wooded area and must remain within it. If the waldgeist moves outside their bonded woodland, they're immediately destroyed.
Lignify (incapacitation, primal) — The touch of a waldgeist transforms flesh into wood. A living creature damaged by the waldgeist's lignifying hand Strike must succeed at a DC 24 Fortitude save or become Slowed 1 (or Slowed 2 on a critical failure). Further failed saves against lignify increases the slowed condition. Once a creature's actions are reduced to 0 by lignify, that creature becomes Petrified, except they're transformed into wood instead of stone.
Possess Tree (primal) — Frequency once per 10 minutes

Effect The waldgeist touches a tree to merge with it, possessing it for up to 1 minute. They can end this possession early as a free action at the start of their turn. While the waldgeist possesses a tree, they lose the incorporeal trait, fly Speed, all resistances, their non-constant spells, and their lignifying hand Strike. Additionally, their size increases to Huge, they gain resistance 5 to bludgeoning and piercing damage, weakness 10 to fire, Speed 20 feet, and the following branch Strike.

Melee 1 branch (reach 15 feet) +20, Damage 2d12+9 bludgeoning.

While a waldgeist possesses a tree, any damage that would be dealt to the waldgeist is instead dealt to the tree. The tree has 60 Hit Points. When the tree is reduced to 0 Hit Points, the waldgeist is immediately ejected, and the tree is destroyed.
Primal Innate Spells DC 24, attack +16
5th Tree Stride
4th Speak with Plants (Constant)
3rd Wall of Thorns
2nd Entangle (At-Will)
Cantrips (5th) Tanglefoot

WORKS WELL WITH

AnvilLANDThe Anvil's stationary frontline resolves positioning tension by drawing melee engagement away from the rooted Shade.
CrasherLANDThe Shade's Lignify slow resolves tempo tension by giving the Crasher easier access to Slowed targets.
FlankerLANDThe Flanker's mobility resolves positioning tension by creating off-guard opportunities that complement the Shade's tree-based ambush.

PUNISHES

✖ melee reliance✖ damaging environment
woodland bound
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Book of the Dead.

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