This month’s monster meanderings move to the undead creature type with the house spirit. This neutral undead critter (neutral undead–blasphemy!–not quite, but it can create a desecrate effect) remains in the domicile it protects from intrusion, at least unless and until its home is destroyed. While it haunts its locale, it provide protection to living (or perhaps unliving) inhabitants. This might make it a terrific ally for a BBEG with a lair where the PCs must go to confront the bad guy.
This spectral figure’s benign, almost cheery countenance turns frightful when it senses intruders.
House Spirit CR 9
N Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +21
AC 20, touch 20, flat-footed 14 (+4 deflection, +5 Dex, +1 dodge)
hp 127 (15d8+60); fast healing 5
Fort +9, Ref +12, Will +12
Defensive Abilities channel resistance +4, incorporeal, natural invisibility, rejuvenation; Immune undead traits
Speed fly 60 ft. (perfect)
Melee incorporeal touch +17 (6d6 [see below] plus leave this place)
Special Attacks telekinesis
Str —, Dex 20, Con —, Int 10, Wis 17, Cha 19
Base Atk +11; CMB +16; CMD 31
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Weapon Focus (incorporeal touch)
Skills Fly +13, Intimidate +22, Perception +21, Sense Motive +21, Stealth +23
SQ protective spirit
Environment any land (single building)
Housebound (Su) A house spirit cannot move more than 5 feet beyond the building it protects. If the house spirit’s protected building is razed, and the house spirit has hit points remaining, it is destroyed, but it returns 24 hours later as a revenant with the advanced creature template. This revenant treats all creatures involved in the razing of the building as its murderers for all relevant abilities possessed by the revenant.
Incorporeal Touch (Su) A house spirit chooses the type of damage dealt by its incorporeal touch attack when it chooses the type of protection it grants its building. It can choose between acid, cold, electricity, fire, negative energy, and positive energy damage. If the house spirit protects the building with hallow, it cannot choose negative energy damage, and if the house spirit protects the building with unhallow, it cannot choose positive energy damage.
Leave this Place (Su) A creature that takes damage from a house spirit’s incorporeal touch attack must succeed on a DC 21 Will save or become frightened for 1 hour. A frightened creature will not enter the building protected by the house spirit for the duration. A creature that makes its save cannot be affected by the same house spirit’s leave this place ability for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Protective Spirit (Su) A house spirit guards its building and all creatures living within the building. At dawn of each day, it chooses whether to protect the entirety of the building with an effect that works like either hallow or unhallow. The house spirit chooses two spell effects (rather than one, as per either spell) to fix to the protected building, and it can choose to designate whether any (or all) of the effects appl to creatures living in the building. The house spirit uses its Hit Dice as its caster level, and its Charisma as its spell casting attribute for purposes of spell effects tied to hallow or unhallow. Additionally, all creatures living in the building gain a +2 luck bonus on attack rolls, ability checks, skill checks, and saving throws while the protective spirit is not destroyed.
A house spirit can teleport to any location within its protected building as a standard action.
Rejuvenation (Su) A house spirit restores itself in 1d4 days. The only way to destroy a house spirit is to raze the building protected by the spirit and casting hallow (if the house spirit protects the building with unhallow) or unhallow (if the house spirit protects the building with hallow).
Telekinesis (Su) A house spirit can use a standard action to create an effect similar to the spell telekinesis, with a CL equal to its Hit Dice (CL 15th for a typical house spirit). A typical house spirit has a ranged attack roll of +15 when using telekinesis to hurl objects or creatures, and can use the ability on creatures or objects of up to 375 pounds. If the house spirit attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 21 Will save The save DC is Charisma-based.
House spirits usually arise from ancestors who have died peacefully in their home, which had been in their family for generations prior to their own. These spirits eschew the notion of the afterlife to stay and protect their buildings as well as those residing within the buildings, regardless of their familial ties to the spirits. While they prefer to protect their descendants, their existences are much more strongly tied to the sites where they lived. The house spirits’ intrinsic connections to their sites allow them to employ various protections to repel intruders. Individual house spirits decide whether to reveal their existences to inhabitants of their protected sites. They invisibly gauge potential responses from new tenants, typically by using their ability to manipulate objects in their protected sites to determine the level of alarm generated by the phenomena they create.
House spirits thrive on the presence of living tenants. Those spirits residing in abandoned structures often go insane because of their loneliness, and they turn away potential residents, which further intensifies their madness.