Follow TV Tropes

Following

Characters / Pathfinder Spirits

Go To

Index | Playable Races | Monsters (Humanoids | Animals | Beasts | Plants | Fungi | Fey | Dragons | Aberrations | Constructs | Oozes | Undead | Spirits | Elementals | Ethereal | Shadow | Vitality | Void | Dream | Time | Astral | Celestials | Monitors | Fiends)

This page is part of the character sheet for Pathfinder, covering Spirit creatures.

    open/close all folders 

    Hantu 
Alignment: True Neutral

  • Nature Spirit: Hantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself.

Hantu Denai

https://static.tvtropes.org/pmwiki/pub/images/hantu_denai.png
Level: 9
Size: Large

  • Gaia's Vengeance: When overhunting or overfishing is a threat, the land itself can manifest as a hantu denai in order to defend itself.
  • Mighty Roar: The hantu denai can unleash a loud animal cry to scare off nearby creatures.

Hantu Belian

https://static.tvtropes.org/pmwiki/pub/images/hantu_belian.png
Level: 11
Size: Large

  • Demonic Possession: Hantu belians sometimes possess humanoids to cause great discord and devastation, though usually out of amusement or boredom rather than malice.

    Kami 

  • Nature Spirit: The kami were originally created as wardens and protectors of nature and the wild places of the world. Many still serve this purpose, serving as embodiments and guardians of plants, waterways and natural phenomena, but others have adapted to the growth of civilization and have shifted their protection and attentions to artificial structures, communities and other products of civilization.
  • Telepathy: Kami are natural telepaths, and can read the thoughts of anyone within a certain the distance of themselves — the more powerful the kami, the greater the distance.

Shikigami

https://static.tvtropes.org/pmwiki/pub/images/kami_shikigami.png
Level: 1
Alignment: Lawful Neutral
Size: Tiny

Small, stony kami that watch over milestones, domestic statues, public art and other small but valued objects crafted by people.


  • Improvised Weapon: Shikigami are particularly skilled at using object they might have handy as a thrown or melee weapon.

Fukujin

Level: 2
Alignment: Lawful Neutral
Size: Tiny

  • Plant Person: Fukujins resemble humanoids with tree branches protruding from their bodies, most often their heads. Some possess leafy hair or treelike limbs.
  • Winds of Destiny, Change!: A fukujin brings good fortune with it wherever it goes.

Dunagh

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dunagh_kami.PNG
Level: 4
Alignment: Lawful Neutral
Size: Medium

Attracted by a family’s or clan’s intense devotion to a single structure or holding, the dunaghs serve as guardians of family homes, watchful protectors of both the structures and those who live within them. They're the most common type of kami found outside of Tian-Xia, as they would follow the families they were bound to as they travelled to new lands. Their stats can be found in '"Daughters of Fury'' or online here.


  • Anonymous Benefactor: They like to remain unknown as they go about their good deeds for the family.
  • Curse: A dunagh can bestow the Dunagh's Curse with a touch, which turns any natural 20's rolled by the cursed creature into critical 1's.
  • Finger Poke of Doom: Their only attacks is a simple touch attack. This attack is incorporeal (which means it passes through armor), deals cold damage (which few players will have resistance to at level 4), and inflicts the Dunagh's Curse, making it a very effective way to ruin someone's day.
  • A Form You Are Comfortable With: When not merged with their ward, a dunagh appears as a ghostly version of a member of the family they protect.
  • House Fey: Not an actual fey, but a dunagh hits a lot of the same points.
  • Telepathy: They have it and prefer it to speech, as they don't have to reveal themselves to use it.
  • Vengeful Ghost: Not actually ghosts, but if the entire family a dunagh serves dies off they will become sullen and depressed, reacting with violence towards anyone else who tries to move into the home or trespasses on the property.
  • Winds of Destiny, Change!: Pretty much their whole deal. They have a twenty foot radius Aura of Fate that lets allies roll twice on any d20 roll and take the better option, while enemies roll twice and must take the worse.

Kodama

https://static.tvtropes.org/pmwiki/pub/images/kami_kodama.png
Level: 5
Alignment: True Neutral
Size: Small

Faceless kami who stand watch over individual trees in the wilderness.


  • The Faceless: Their faces are devoid of any facial features save for two shallow indentations where their eyes would be.

Silsyche

Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • Departure Means Death: A silsyche can't willingly leave its home; if forced out, it quickly dies.
  • I Just Want to Have Friends: The silsyche is a spirit of an abandoned home who craves companionship. A silsyche never aims to outright harm those who enter its home, but is desperate for connection and lacks the understanding that others don't take kindly to captivity.
  • Non-Human Head: The silsyche's headpiece resembles the structure it initially manifested from, and reflects the warmth and welcome it yearns for, potentially even displaying mementos of the house's original, long-gone inhabitants.
  • Respawn Point: When a silsyche is slain, it re-forms within the abandoned home that serves as its domain. A silsyche can be permanently killed only if its home is completely destroyed.

Dosojin

Level: 7
Alignment: Neutral Good
Size: Medium

  • Living Statue: Dosojins are kami that take the form of stone icons.

Zuishin

https://static.tvtropes.org/pmwiki/pub/images/kami_zuishin.png
Level: 10
Alignment: Lawful Good
Size: Medium

Floating, humanoid kami who protect gates, passageways and shrines, preventing evil forces from entering or desecrating them.


  • Healing Shiv: While their arrows work normally by default, they can cause them to carry any of a variety of healing effects — such as direct hp restoration or the removal of sicknesses or curses — to be delivered to whoever they hit.

Suijin

Level: 14
Alignment: True Neutral
Size: Large

  • Legendary Carp: When not merged with their wards, suijins resemble beautiful giant carp or sea serpents with rainbow scales.
  • Making a Splash: The suijin's breath weapon is a blast of compressed water that knocks over and soaks everything in its line of effect.

Toshigami

https://static.tvtropes.org/pmwiki/pub/images/kami_toshigami.png
Level: 15
Alignment: Neutral Good
Size: Medium

Some of the few kami to watch over cultivated plants, the blossom kami protect cherry trees and cherry orchards in the hearts of cities.


  • Cherry Blossoms: Toshigami — in addition to watching over cherry trees and being known as blossom kami — are particularly associated with cherry flowers' association with life and death. They're strongly associated in-universe with the passage of time, and often stand as the last sentinels of long-abandoned cities. They are also capable of making other creatures age with a touch.
  • Horned Humanoid: They have branches shaped like antlers growing from their heads.
  • Plant Person: Toshigami appear as women made out of the wood, bark and blossoms of the cherry trees they protect.
  • Rapid Aging: Their Touch of Ages special ability can make other creatures age years in mere moments.
  • Voluntary Shapeshifting: They can transform themselves into cherry trees.

Kaminari

Level: 17
Alignment: Chaotic Neutral
Size: Huge

  • Shock and Awe: A kaminari treats a mass of storm clouds as its ward, and commands the powers of lightning and thunder.

Jinushigami

Level: 20-25
Alignment: True Neutral
Size: Gargantuan

Immensely powerful kami who serve as guardians for natural wonders and vast tracts of unspoiled nature.


  • Back from the Dead: Jinushigami can bring one creature back from the dead every day, even if their body has been destroyed or is otherwise not present.
  • Elemental Embodiment: They're for all intents and purposes living embodiments of the areas they oversee, and their appearances and powers reflect this once they become especially old and powerful — an elder jinushigami that protects a glacier might be made of rough-hewn blocks of ice and have magic themed around ice and cold, one that watches over a great ocean reef might be made of coral blocks and seaweed and be able to control water, one that rules over a volcano might be made of rocks and lava and have magical control over fire and molten stone, and so on.
  • Green Thumb: All jinushigami have the ability to control and speak with plants and to magically shape and alter wood.
  • Teleporter's Visualization Clause: A jinushigami can teleport at will to any spot within the area it watches over.

    Rakshasa 
Alignment: Lawful Evil
Fearsome creature infamous for both malice and wisdom, Rakshasa have brought both awe and terror to the world.Rakshasa as a whole have been have been one of the most affected by the Remaster. Prior to it they followed a similar model to Dungeons And Dragons as Fiends with inverted hands. After it, they have been made into unholy primordial spirits. For the sake of easy understanding, they are divided between their post and pre Rmaster.
  • Always Chaotic Evil: Despite Alignment not being a thing anymore, they still usually follow this rule. Rakshasas are primordial, divine beings who serve as incarnations of all that is foul within creation. It is their divine purpose to exemplify the profane, in the same way that a stage play must have an actor to play the villain. There is a element of tregedy to it, as they cannot choose otherwise, as such actions would defy their nature.
  • Evil Feels Good: Most rakshasas enjoy their role as villains, in the same way an actor enjoys delivering a masterful performance. The few who don't are doomed to an existence of misery as they are compelled to commit evil deeds whether they want it or not.
  • Made of Evil: Rakshasas are born from the first conceptions of evil, created to incarnate the evils of the world. Their animalistic appearance comes from when the first humans attributed malice and cruelty to wild animals around them.

Raktavarna

https://static.tvtropes.org/pmwiki/pub/images/rakshasa_raktavarna.png
Level: 1
Size: Tiny

  • Bond Creatures: A raktavarna can designate another creature as its master until the raktavarna dies or dismisses the effect.
  • Object Shifting: A raktavarna can take on the appearance of a Tiny inanimate object.
  • Seeing Through Another's Eyes: A raktavarna's master can observe the world as if looking through the raktavarna's eyes.

Dandasuka

https://static.tvtropes.org/pmwiki/pub/images/rakshasa_dandasuka.png
Level: 5
Size: Small

  • Affably Evil: Despite their usual disorderly habits, they bargain good-naturedly and in good faith, only implying dire consequences for noncompliance.
  • Big Eater: A dandasuka is often not able to contain its fiendish appetite. It might lick a bloody blade, lap up fallen drops, or even take a bite out of a fallen foe at the expense of a more tactically sound option in a fight.
  • Evil Laugh: Dandasukas go about their work cheerfully, laughing as they manipulate foes and butcher victims.
  • Horror Hunger: Monstrous hunger gnaws at the hyperactive dandasuka's body, making the creature crave humanoid flesh and blood.
  • To Serve Man: A dandasuka settles for other meat when it must, but it always prefers humanoid flesh.

Amanusya

Level: 6
Size: Medium

Among the most gregarious of rakshasas, amanusyas walk among mortals, learning their dreams and turning their desires against them.


  • The Corruptor: Amanusyas consider themselves keen observers and connoisseurs of mortal vice, and often adopt the guise of entertainers or holy people from distant, exotic sects. They might tempt any mortal into lives of depravity, but the eldest, most experienced amanusyas seek to corrupt the most pure-hearted souls.

Marai

Level: 8
Size: Medium

  • Bastard Understudy: A solitary marai might pose as a neophyte magician to infiltrate another spellcaster's abode. If the marai is successful, the master soon becomes either the servant or a corpse.

Raja-Krodha

https://static.tvtropes.org/pmwiki/pub/images/rakshasa_rajarakshasa.png
Level: 10
Size: Medium

  • Affably Evil: Despite their nature as brutal flesh-eaters, rajas can be extremely eloquent and philosophical. This allows them to blend into cities and often lulls scholars and intellectuals into a false sense of security.
  • Aristocrats Are Evil: They love luxury and wealth, and when disguised as humanoids, pose as rich nobles and the like.
  • Non-Human Head: When not disguised as a humanoid, the otherwise humanoid raja-krodha has the head of an animal.
  • Rich Bastard: They love luxury and rich living, and the first edition ones even carry twice as much treasure as normal for their CR.

Avatarana

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_raksasha_avatrarana.PNG
Level: 12
Size: Medium

Some of the most deformed and inhuman rakshasas, avataranas possess mortals to take their place. Each time they attempt to carry out their day to day lives but gradually allow their innate cruelty to seep through, eventually abandoning their victim to the unfortunate circumstances created by the avatarana while it goes on to possess a new host of higher standing.


  • Cult: If they're not working alone, they're usually heading up a sizable cult with a few lesser rakshasas as elite minions.
  • Demonic Possession: They can seep into a victim's body and usurp control.
  • The Faceless: Each avatarana has a piece of leathery flesh covering its face. This is not part of their bodies but does stick to them with supernatural tenacity, giving only impressions of vague facial features beneath, often resembling the viewer.
  • Immune to Mind Control: Their Absolute Independence ability makes them immune to all magical control, from charms to possession.
  • No Face Under the Mask: Those determined and curious enough to carve away a avatarana's veil will find only hollow uneven cavities that never match the shapes implied by the mask.
  • Primal Stance: Avataranas walk on all fours like dogs.

Orsatka

Level: 13
Size: Medium

  • The Brute: Orsatkas are cruelty and brute force incarnate, and are among the least subtle of rakshasas.
  • Non-Human Head: When not disguised, orsatkas resemble huge, muscle-bound humans with bearlike heads.

Zalyakavat

Level: 13
Size: Medium

  • Blood Knight: Unlike many of their kind, zalyakavats prefer the thrill and frenzy of violent combat over material wealth.
  • Master Swordsman: Zalyakavats are spiritually and magically bound to their urumi, with which they perform astonishing feats of martial prowess.

Tataka

Level: 15
Size: Large

  • Bare-Fisted Monk: Tatakas train from an early age in martial arts, and their fists can break bones as surely as any unarmed strike from a monk.

Maharaja

https://static.tvtropes.org/pmwiki/pub/images/rakshasa_maharaja.png
Level: 20+
Size: Medium

  • Multiple Head Case: A maharaja can have anything from four to a dozen heads.
  • Non-Human Head: One of a maharaja's heads tends to be humanoid, while the others take the forms of predatory animals.

    Tsukumogami 
Level Adjustment: + 2
Alignment: Any
Size: Same as base creature

  • Animate Inanimate Object: Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami.

    Tulpa 
Level Adjustment: + 2
Alignment: Any
Size: Same as base creature

Beings of pure thought made physical by powerful minds.


  • Tulpa: Beings of pure thought, tulpas are made physical by a powerful mind that is either psychically attuned or has some amount of latent psychic power.

    Algriever 
Level: 9
Alignment: True Neutral
Size: Medium

  • Giant Spider: These spider-like spirits are far bigger than any spider in real life.
  • Guardian Entity: Algrievers appoint themselves guardians of forgotten places of worship, defending the sanctity of discarded faiths and tending sites that have no caretakers. Some mourn the loss of those who once attended their ward. Others are filled with frustration and rage, viewing any who stumble upon their shrine as lapsed at best or blasphemers who deserve punishment at worst.

    Aoandon 
Level: 12
Alignment: Chaotic Evil
Size: Medium

  • One-Gender Race: Aoandons are universally female.
  • Roaring Rampage of Revenge: An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life, and acts out her delusions with unrelenting vindictiveness. If that person is dead, she finds a surrogate, who reminds her of the wrongdoer.

    Aso Berang 
Level: 12
Size: Large

  • Canis Major: As their name suggests, aso berangs resemble large canines with the bulk of a bear.
  • Disproportionate Retribution: Aso berangs often attack visitors whose hearts they deem impure or those they consider as potential threats to their forest, sometimes for little more than forgetting to perform the proper rites of respect and reverence.
  • Flash Step: The aso berang dashes to attack each nearby enemy so quickly that it's impossible to tell they've moved at all, save for a slight flicker in their outline.
  • A Form You Are Comfortable With: When they appear to commoners if the forest they live in is in danger or if they need something, aso berangs can take the form of large and powerful humans who emanate a regal presence.
  • Guardian Entity: Aso berangs protect the forests and cleanse the lands of magic they judge evil.
  • Playing with Fire: The aso berang burns foes with flames that are as much spectral as physical.

    Birelu 
Level: 10
Alignment: Chaotic Neutral
Size: Medium

  • Primal Stance: A birelu seems to be both bipedal and quadrupedal at the same time, its form shifting and flowing incomprehensibly between the two poses.
  • Transformation of the Possessed: A humanoid or beast possessed by a birelu undergoes a physical transformation, growing either more beastlike or more humanlike.

    Etiainen 
Level: 1
Alignment: Chaotic Neutral
Size: Medium

  • Déjà Vu: An etiainen sometimes forges an involuntary connection with a creature that allows it to perform actions in advance of the linked creature, leading to bizarre cases of déjà for those nearby.

    Manitou 
Level: 15
Alignment: Neutral Good
Size: Huge

    Screaming Sulfur 
https://static.tvtropes.org/pmwiki/pub/images/screamingsulfur.png
Level: 10
Alignment: Neutral Evil
Size: Huge

  • Deadly Gas: A screaming sulfur comes into being when toxic gases, released by geological phenomena and having built up beneath large bodies of water, escape the water, expand into massive clouds and end thousands of lives in an instant.
  • Merger of Souls: Souls killed when toxic gases are released from a large body of water amass into a screaming sulfur.

Top