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Grappling Spirit

Grappling Spirit Creature9

Uncommon LN Medium Incorporeal Spirit Undead

Perception +17; darkvision

Languages Common

Skills Acrobatics +19, Athletics +21, Diplomacy +18, Gladiatorial Lore +15, Intimidation +20, Performance +20

Str -5, Dex +6, Con +4, Int +0, Wis +2, Cha +5

AC 27; Fort +19, Ref +19, Will +15

HP 125, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Weaknesses good 5; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)

Warrior’s Mask A grappling spirit wears a mask that allows them to abandon their original form and become a warrior focused solely on combat. This mask is quasi-corporeal, allowing it to be manipulated by both corporeal and incorporeal creatures. A creature who has the grappling spirit grabbed or restrained can remove the mask as an Interact action by succeeding at an Athletics check against the grappling spirit’s Fortitude DC. Removing a grappling spirit’s mask causes the spirit to fly into a frenzy. The grappling spirit becomes quickened and can use their extra action to Fly, Grapple, or Strike. They also gain a +4 status bonus to damage rolls, and they take a –4 status penalty to AC and Reflex saving throws. If the mask is put back on, the grappling spirit ends their frenzy.

Speed fly 60 feet

Melee [one-action] ghostly hand +21 (agile, finesse, magical, nonlethal), Damage 2d10+12 negative plus Improved Grab

Ghostly Grasp A grappling spirit can Grapple corporeal creatures despite being incorporeal. The grappling spirit uses their Athletics check to Grapple as normal but can’t use Athletics for other actions that require corporeal contact, like Force Open or Trip.

Submission Lock [two-actions] (nonlethal) Requirements The grappling spirit has a creature grabbed or restrained; Effect The spirit saps their opponent’s strength with a supernatural grip. The grappling spirit attempts an Athletics check to Grapple a creature they have grabbed or restrained, also adding 4d10+12 negative damage, depending on the result.

Critical Success The creature takes double damage. If it’s already enfeebled, it falls unconscious. If not, it is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute.

Success The creature takes full damage and is enfeebled 1 until the end of its next turn.

Teleporting Clothesline [two-actions] (conjuration, occult, teleportation) RequirementsThe grappling spirit has a creature grabbed or restrained; Effect The grappling spirit pushes the creature 15 feet in a straight line. The spirit immediately teleports 20 feet to intercept. They make a ghostly hand Strike against the creature. On a hit, the creature is knocked prone, and on a critical hit, it also takes an additional 2d6 bludgeoning damage as it’s driven to the ground.

Victory Celebration If a spirit knocks a creature unconscious, each creature within 60 feet that witnesses the victory is targeted with a DC 26 roaring applause spell. The spirit must spend all their actions until the end of the turn celebrating, and a new medal or belt appears on the spirit.


When a great gladiator or wrestler meets their demise, their soul can sometimes linger out of a love for combat and sport. Every grappling spirit manifests a mask that represents the legacy of the warrior they were during their life.

Section 15: Copyright Notice

Pathfinder Book of the Dead © 2022, Paizo Inc.; Authors: Brian Bauman, Tineke Bolleman. Logan Bonner, Jason Bulmahn, Jessica Catalan, John Compton, Chris Eng, Logan Harper, Michelle Jones, Jason Keeley, Luis Loza, Ron Lundeen, Liane Merciel, Patchen Mortimer, Quinn Murphy, Jessica Redekop, Mikhail Rekun, Solomon St. John, Michael Sayre, Mark Seifter, Sen.H.H.S., Kendra Leigh Speedling, Jason Tondro, Andrew White.