Header

Advertisement

Rabengeist

September 11th, 2018

Joshua Zaback

Exotic Encounters Archive

We take a look at the dark side of the fey this week as we explore the mysteries and dangers of the rabengeist. This shapechanging fey can poison the spirit and ravage the body with a dual threat of combat abilities. Some of its unique powers are exclusive to the form it is assuming, making the monster a versatile combatant that may be able to face down a party of adventurers several times without ever revealing its true sinister nature. Designed to be encountered several times and serve as a long-term antagonist, this shapechanger is the perfect fit for a fey-themed horror scenario.

 

Rabengeist
This tall sender humanoid has pale grey skin akin to a 3-day-old cadaver; however, large portions of its flesh are obscured by glossy black feathers that cover its thighs, shoulders, and torso in a natural suit of armor. Its eyes are solid black, with a shine of crimson barely visible in direct light. As it unclenches its slender hands, its long thin fingers twist and curl into cruel talons, ready to strip the flesh from the bones of its next victim.
RABENGEIST                                 CR 13
XP 25,600
CE Medium fey (shapechanger)
Init +9; Senses low-light vision.; Perception +2

DEFENSE

AC 28, touch 20, flat-footed 18 (+9Dex, +1 dodge, +8 natural)
hp 187 (22d6+110)
Fort +11, Ref +22, Will +15
Immune death effects; DR 10/cold iron; SR 24

OFFENSE

Speed 40 ft.
Melee 2 claws +21 (2d6+3)
Special Attacks devour spirit, ghost step, haunting song, raven curse, rend (2 claws, 4d6+4 plus 1d10 bleed) spirit poison, twisting claws

STATISTICS

Str 16, Dex 29, Con 18, Int 13, Wis 14, Cha 23
Base Atk +11; CMB +14; CMD 33
Feats Dodge, Flyby Attack, Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (claw, bite)
Skills Bluff +31, Disguise +31, Fly +34, Perform (sing) +31, Sense Motive +27, Sleight of Hand +34, Stealth +34
Languages Aklo, Common, Sylvan,
SQ change shape (raven, beast shape II)

ECOLOGY

Terrain any
Organization solitary
Treasure none

SPECIAL ABILITIES

Change Shape (Su): A rabengeist can change shape into a raven or back into its natural form as a swift action. When in the form of a raven the rabengeist has a fly speed of 100 feet with good maneuverability.

Devour Spirit (Su): A rabengeist is capable of feeding off fear and can devour vulnerable spirits, extracting their essence to enhance his own power. Whenever a rabengeist in raven form successfully hits with its bite attack against a creature suffering from a fear effect, the target suffers an additional 4d6 points of damage and the rabengeist gains a number of temporary hit points equal the damage dealt in this way. As long as the rabengeist has at least 30 temporary hit points gained as a result of this ability, the rabengeist gains a +4 bonus to attack rolls, damage rolls, skill checks, and ability checks.

Ghost Step (Su): A rabengeist has the ability to rapidly and invisibly move from one location to another. Three times per day, the rabengeist can become invisible, as with the spell greater invisibility, for 1d6 rounds and can teleport up to 1,000 feet in any direction (it can only teleport once per use of this ability). After teleporting in this way, the rabengeist can take no further actions on its turn.

Haunting Song (Su): The rabengeist can sing a haunting song, which causes those who hear it to be wracked with panic. When the rabengeist uses this ability, he chooses a 30-foot radius area and makes a special Perform (sing) check. He can affect a total number of Hit Dice worth of creatures in the area equal to the result of the check with his song, with creatures near the center of the radius being affected first. Creatures must be able to see and hear him to be affected by this ability. Each affected creature must succeed on a Will save (DC 27) or become shaken for 1 hour; creatures that fail their save by 5 or more are additionally panicked for 1d4 rounds. The rabengeist can use this ability at will, but a single creature cannot be affected by it more than once in a 24-hour period, and creatures that succeed on their saving throws are immune for 24 hours. This is a mind-affecting fear effect. The rabengeist can use this ability in either its natural or raven form.

Raven Curse (Su): The rabengeist can curse those that slays to remain forever at its service. Whenever a rabengeist successfully slays a living creature, that creature must succeed on a Will save (DC 27) or be reincarnated as by the spell, except that the creature always returns in the body of a raven (treat the creature as though it had been affected by beast shape II, with an instantaneous duration), and is predisposed to help the rabengeist. The reincarnation occurs 1 minute after the target dies. If the target is returned to life before this time, or receives the benefits of a remove curse spell or more powerful magic, he is unaffected by this ability.

The reincarnated creature's alignment becomes chaotic evil and cannot be changed without receiving the benefits of both a remove curse and an atonement spell, or similar magic. The newly reincarnated raven is helpful to the rabengeist and hostile to its enemies. As long as they are on the same plane, the rabengeist can perceive using the senses of any creature affected by this ability, and can take direct control over their actions with a swift action. Killing the rabengeist frees all ravens created in this way from its influence. A break enchantment spell cast on a raven free from the rabengeist's influence returns that creature to its natural shape.

Spirit Poison (Su): While in its raven form, a rabengeist can poison its foes’ spirits, twisting their thoughts and corrupting their consciousness. In order to use this ability, the rabengeist must be in raven form and use a standard action to focus on a living creature within 30 feet. The target must succeed on a Will save (DC 27); if she fails, her spirit is poisoned. If the target is awake, she gains a +10 bonus on this saving throw. A creature whose spirit is poisoned gains no benefits from rest unless she has committed an act that she considers to be evil since the last time she rested. Additionally, a creature that has had her spirit poisoned suffers a –2 penalty on saving throws against death, disease, fear, and poison. Finally, a rabengeist gains a +10 competence bonus on combat maneuver checks to steal from a creature affected by this ability, and on all Sleight of Hand checks made against a creature affected by this ability. Additionally, a creature affected by this ability suffers a –5 penalty on all Perception and Sense Motive checks made to see through the rabengeist’s disguises, or discern the truth of its statements. A creature that is affected by this ability remains so afflicted until she receives the benefits of a break enchantment spell or more powerful magic, or until the rabengeist is slain.

Twisting Claws (Su): In its natural form, a rabengeist's claws can twist and warp the flesh of those it comes into contact with. Whenever a living creature suffers a critical hit from a rabengeist’s claw attack, he must succeed on a DC 25 Fortitude save or suffer a –2 penalty to AC, Fortitude saves, and Reflex saves for 1 minute. Multiple instances of this ability do not stack.

 

Ecology

Rabengeists are horrible fey creatures that haunt mortal and immortal graveyards, both marked and unmarked, and live to witness the suffering of the living. They feed off fear, which drives them to torment their victims for days or even weeks before killing them or moving on to new prey. More than just a basic need to eat, the rabengeist greatly enjoys the unease of mortals as their world comes unraveled, so they often employ elaborate schemes to rob and deceive those they would target. Rabengeists also have a great fondness for mortal treasures and will go to great lengths to steal objects of power or of personal significance from those they encounter, enjoying the sense of helplessness their thefts inspire.

A rabengeist has a mysterious bearing and loves to travel in disguises both magical and mundane, often indulging long plots whose ends are known only to the rabengeist itself. While highly intelligent and civilized creatures, rabengeists have little use for the traditional communities mortals associate with society, instead claiming territory for themselves and operating through pawns. Occasionally one or more rabengeists do gather, either to scheme or trade objects of power; such meetings often spell the doom for any mortals in the local area.

A rabengeist appears as a tall slender human covered in jet-black glossy feathers. The females stand slightly taller than the males, while the males have slightly wider frames. Both wear their blue-black hair long as a symbol of pride and power, and though they have little use for mortal clothing, rabengeists have a great fondness for jewelry of all kinds and often adorn their bodies with expensive gems.