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Race: Any outsider with the Evil subtype.
Hit Dice: 3+
2 + Int
|1st||+0||+2||+2||+2||Ethereal form, hide presence, possess object|
|2nd||+1||+3||+3||+3||Curse, magic item|
|4th||+2||+4||+4||+4||Animate object, possess creature|
|5th||+2||+4||+4||+4||Ally or enemy, possess noncontinuous object|
Ethereal Form (Su)
At will, a possessor spirit can become ethereal, as though using etherealness as cast by a sorcerer of the outsider's total Hit Dice or its sorcerer caster level (when using its spell-like abilities) plus its possessor spirit level, whichever is higher. Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability.
Hide Presence (Ex)
An outsider in possession of an object or creature can attempt to hide its presence by making a special check using the outsider's Intelligence modifier. A successful check allows a possessor spirit to avoid virtually anything that would betray its presence in the possessed creature or object: it can pass through a magic circle against evil, enter a temple warded by forbiddance, or escape detection via detect evil. The DC for this check is the same as the saving throw DC for the spell the outsider is trying to avoid. The outsider gains a +4 circumstance bonus on this check if it is not controlling the possessed creature or object at the time of the check.
When possessing a creature, a possessor spirit can make this check to protect the possessed creature from the full effects of alignment-based spells such as holy smite. If the outsider makes a successful check (against the save DC of the spell), the possessed creature takes damage appropriate to its actual alignment, but if the outsider fails the check, the possessed creature is affected as if it were the outsider.
Making this check is not an action; the outsider can do it in response to another creature's action (such as casting detect evil).
Possess Object (Su)
A possessor spirit in ethereal form can possess an object on the Material Plane. The object must be at least Tiny and no larger than Huge. Magic items and attended items receive Will saving throws. Unattended nonmagical items are automatically possessed. A possessor spirit becomes part of the object it possesses, so it is no longer ethereal. The outsider is aware of what is going on around the object: It can see and hear up to 60 feet away as if using its normal senses (it does not gain blindsight). In any round in which it takes no other action (such as using a spell-like ability), it extends its senses to twice its normal range (120 feet).
The outsider is vulnerable to spells that specifically affect outsiders or creatures of the outsider's alignment (such as holy word and holy smite, as well as chaos hammer or order's wrath) and mind-affecting spells or effects, but it is unaffected by physical attacks or standard magical effects (such as fireball). Harming the object does not harm the outsider, although if the object is destroyed, the outsider is forced back into its ethereal form.
While possessing an object, a possessor spirit can use any ability it has that requires no physical action, such as using a spell-like ability or telepathy. It cannot cast spells (since it can neither speak nor move), attack physically, or perform any other physical action, until it reaches a high enough level to make the possessed object perform these tasks for it.
At 2nd level, a possessor spirit gains the ability to make a possessed item radiate a corrupt and befouling nature. Anyone touching the object must make a Will save or fall under the effect of a bestow curse spell. the affected creature does not know that the curse came from the item, and in fact might not know right away that he or she is affected by the curse. Nothing about the object's appearance suggests that it is possessed. The curse lasts until it is removed, even if the outsider vacates the object it possessed.
Magic Item (Su)
Also at 2nd level, a possessor spirit gains the ability to make a possessed weapon or armor function as a magic item. The outsider can bestow powers on the item with a value as an enchantment bonus of up to its class level, so a 3rd-level possessor spirit could make a sword a +3 sword, a +2 keen weapon, or a +1 wounding weapon, for example. If the possessed item is already magical, the outsider can increase the powers on the item by the same amount-so a 5th level possessor spirit could turn a +1 sword into a +1 vorpal sword, for example. When a outsider uses this power on a nonmagical item, the possessed item does not actually become magical. Detect magic does not reveal an aura on the item, though detect evil does.
If an outsider possessing an item attempts to possess a creature that uses the item or keeps it on its person, the target's save DC increases by 1 for each day the possessed item has been on its person or in its use, to a maximum of +10. A character who makes a Perception check (DC 25) while examining the possessed item can tell that there is "something strange" about it.
Control Object (Su)
When possessing an object with some inherent mobility, a possessor spirit of at least 3rd level can control the object's movement. The outsider can cause a vehicle or similar object to move at a speed up to the outsider's own land speed in its corporeal form. Other moving parts-such as a clock's hands or a crossbow's firing mechanism-are under the outsider's control. Thus, an outsider could make a wagon steer toward a pedestrian, or roll out of a stable without a horse to pull it. It could make a crossbow cock and fire (but not aim or load itself). Exerting control is itself a free action, though actually moving an object requires a move action.
Animate Object (Su)
At 4th level, a possessor spirit gains the ability to force an object with no inherent moving parts to animate, effectively animating it as with the animate objects spell. See the description of animated objects in the Monster Manual. At this level, a possessor spirit can also possess (and animate) Gargantuan objects.
Possess Creature (Su)
At 4th level, a possessor spirit gains the ability to possess creatures as well as objects. The outsider must be in ethereal form and adjacent to its target, and must use a standard action to attempt possession. A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a Will saving throw. Evil creatures take a -2 penalty on this saving throw, as do creatures that are engaged in an evil act at the time the possession attempt occurs (at the DM's discretion). If the saving throw is successful, that creature is immune to that outsider's possession attempts for one day. If the saving throw is failed, the creature is possessed, though it is not necessarily aware of this fact.
An outsider possessing a creature becomes a part of the victim, so it is no longer ethereal. It cannot be targeted by spells or attacks separately from the victim, including attacks from ethereal creatures. Damage taken by the possessed creature has no effect on the outsider. If the victim dies, the outsider is forced back into its ethereal form.
The outsider can sense anything the victim can, even including the benefits of blindsight or other exceptional senses the victim may have. At any time, the possessor spirit can communicate with the victim telepathically, projecting words in any language the victim understands directly into the victim's thoughts. The outsider is constantly aware of the victim's current thoughts. It can also choose to probe the creature's memories as well, but the victim is allowed a Will save. If this saving throw is successful, the outsider cannot probe that creature's thoughts for one day.
Ally or Enemy (Su)
At 5th level, a possessor spirit gains the ability to reward or punish a creature it is possessing. The outsider can bestow a +4 profane bonus on any of the creature's ability scores. This bonus lasts as long as the outsider wants it to: The outsider can retract it as a free action at any time, particularly if the possessed creature starts acting contrary to the outsider's wishes.
Similarly, a possessor spirit can bestow a -4 profane penalty on any of the possessed creature's ability scores, usually when attempts to control the creature have failed or the creature contradicts the outsider's wishes. As with the bonus, the outsider can remove this penalty at any time, as a free action. Bestowing either a bonus or a penalty is a free action for the possessing outsider.
Possess Noncontinuous Object (Su)
At 5th level, a possessor spirit can use its possess object ability to take control of an "object" more loosely defined: a pool of water, a cloud of dust, or a section of wall or floor. At this level, a possessor spirit can also possess (and animate) Colossal objects.
Control Creature (Su)
At 6th level, a possessor spirit gains the ability to exert direct control over a creature it is possessing. Attempting to establish control is a standard action for the outsider. The victim must make a Will saving throw each round until the outsider abandons the attempt, or the victim fails a saving throw and the outsider gains control, or the victim makes three consecutive successful saves, indicating that the outsider cannot control the victim that day (though it remains in possession of the victim). Each round of struggle, the victim can take only a single move or attack action. Once the outsider gains control, it automatically maintains it for a number of rounds equal to its class level (6) + its Charisma modifier, + 1 for each previous occasion on which it has controlled this host. When this time elapses, the outsider can attempt to reassert control or not, as it chooses.
While in control of a victim, the possessor spirit has access to all the creature's abilities, skills, feats, and spell knowledge. The outsider now acts as though it is the creature in all respects, until it loses or relinquishes control. The outsider uses its own Intelligence, Wisdom, and Charisma scores, but adopts all of the possessed creature's physical ability scores. It can make use of its own spell-like abilities as well. The outsider retains the creature's type, and is affected by spells and other effects as if it were the possessed creature except in regard to its alignment. For instance, a cornugon possessing the body of a wolf is subject to spells that affect animals, even though it is far more intelligent than a normal wolf. A balor possessing the body of a paladin is not subject to unholy blight, however, but is fully affected by holy smite.
The outsider can choose whether the possessed creature retains awareness of its body's senses and actions, in which case it can mentally communicate with the outsider, or simply blacks out for the duration of the control.
Spells such as dismissal and banishment are among the only effects that can target a possessor spirit separately from the object or creature it inhabits. When these spells are directed against a possessor spirit, the spell effect is resolved as if the outsider were in its normal, corporeal form, using its own Hit Dice, saving throws, ability scores, and so on. If successful, these spells drive the outsider out of the victim and back to its home plane. Holy word and similar spells can also drive out a possessing outsider and send it back to its home plane, but an outsider can hide its presence to escape the effects of such spells. Certain other special abilities can force a possessor spirit out of a victim and back into its ethereal form.