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The Fettered Geist




"The thing about the fettered geist you need to understand is, he's motivated by a sense of justice from a bygone age. Whatever kingdom swathed him in those their chains is long since dust and rumor, but he remains. Dunno if he was a criminal or a judge, hard to tell really. But, what sorta people would bind their arbiters up in chains like that? Swear, some of them look threaded through his body.

Anyway. Whatever rules the spook follows seem pretty damn capricious to we modern folk. But he still insists on punishing those who ain't worthy. Worst thing is, once he tugs a poor sod into his realm everyone else gets to see the victim silently scream as he's beaten and strangled to death. Then, plop, his broken body dumps back into the real world.

If'n you ask me, it's high time someone passes judgment on that ghost and lay him to rest for good. Course, trying to do so seems to be a capital crime in the fettered geist's eyes.

Most things are, truthfully."

-Fossor Carvilius Graeme

The Fettered Geist

Medium undead, lawful evil

Armor Class 14

Hit Points 72 (11d8 + 22)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 18 Con 14 Int 10 Wis 12 Cha 17

Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Damage Immunities Cold, Necrotic, Poison

Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Senses darksight 60ft, passive Perception 11

Languages a long-dead human language

Challenge 7 (2900 XP)

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack:

The Fettered Geist makes 2 attacks as one action.

Chain:

Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6+4) bashing damage plus 9(2d8) necrotic damage. The target is grappled (escape DC 15) if it is a medium or smaller creature and the fetters geist has no other creatures grappled.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Imprison:

A creature grappled by the fettered geist's chain must succeed on a DC 14 Wisdom save or be plane shifted to the Ethereal Plane for 1 minute. At the end of each turn, the creature may repeat this save, returning to the Material Plane on success, but is stunned until the end of its next turn. During this time those in the Material Plane can see, but not hear or help the creature.

Rattle:

Creatures within 30 ft of the Fettered Geist must make a DC 14 Charisma save or be frightened for one minute. If a creature fails by more than 5 it is paralyzed for one minute instead. The creature may repeat the save at the end of its turn, the respective effect ending on success. A creature that succeeds against the Fettered Geist's rattle is immune to it for the next 24 hours.

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