SLIMEGEIST
Also known as ‘green ghosts’ and ‘disgusting slimeballs’, slimegeists are mischievous spirits who delight in mess and pranks. A slimegeist is created in the same manner as other wraiths, though they do not hate the living. Slimegeists are lazy, selfish creatures, they enjoy possessing mortal forms to indulge in vices they cannot enjoy in their ghostly form such as drinking, smoking, passing gas and devouring desserts. They leave thick, green globs of slime wherever they travel and delight in the annoyance it causes mortals who find the goo repellent.
SLIMEGEIST CREATURE 1
CN SMALL INCORPOREAL UNDEAD WRAITH
Perception +7; darkvision, lifesense 20 feet
Languages Common, Necril
Skills Acrobatics +7, Deception +4, Intimidation +7, Stealth +7
Str -5 Dex +4 Con +0 Int +0 Wis +3 Cha +3
Lifesense (divination, divine) Slimegeists sense the vital essence of living and undead creatures within the listed range.
AC 15; Fort +3 Ref +9 Will +8
Hp 24, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances physical 5 (except ghost touch, double resistance vs. non-magical) Weaknesses lawful 3
Slime Spew (reaction) Trigger a creature successfully strikes the slimegeist with a melee weapon. Effect Attacking creature must pass a DC 16 reflex save to avoid the deluge of slime that sloughs off the slimegeist. A failure results in the creature gaining the blinded condition for one turn.
Speed fly 40 feet
Melee (one action) ghostly lick + (agile, finesse, magical), Damage 1d6+3 negative
Mischievous Possession (two actions) Will save DC 17. The slimegeist attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell, except a critical failure is treated a failure and since the slimegeist lacks a physical body, it is unaffected by that restriction of the spell. A creature is immune to this ability for 24 hours after expelling a slimegeist.
Slime Trail (two actions) The slimegeist flies up its fly Speed and covers the area around it in thick, slippery slime. All squares in and adjacent to the slimegeist’s movement are slippery and act like a narrow surface, requiring a DC 16 Balance check to avoid falling prone.