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by Jamie Baty

AC9 87
Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft. (2 squares), fly 15 ft. (good)
Armour Class: 15 (+1 Dex, +4 Deflection), touch 15, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: by object +6 melee (by object +3)
Full Attack: by object +6 melee (by object +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dominate wielder, possess object
Special Qualities: Darkvision 60ft., eternal restlessness, undead traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str - (16)*, Dex 13, Con -, Int 9, Wis 12, Cha 19
Skills: Bluff +10, Disguise +10, Listen +9, Search +5, Spot +9
Feats: Alertness, Dodge, Mobility
Environment: Any land
Organisation: Solitary
Challenge Rating: 6
Treasure: None beyond value of possessed objects
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

Possessions, also known as sword spirits, are undead creatures which haunt specific, precious objects, especially if the objects have led to the deaths of those seeking them. Possessions can be found haunting suits of armour, weapons, staves, or any other sort of object, and will always seek to cause the maximum amount of misery and discomfort to those with whom they come into contact.
Possessions may animate the objects which they occupy. It is thought this animation that they are able to attack the living. They prefer powerful and tempting objects to possess, both to lure more victims to it, but also to help it defend itself if necessary. Often the areas it haunts are littered with a variety of objects, both magical and mundane, to help it survive.
Unless it is moved, a possessed object shows no sign that the undead creature has occupied it, and a possession often hides its presence until somebody touches the object. It then attempts to take control over that person in a similar manner to the dominate person spell. If it succeeds, the possession will force the victim to serve its malicious ends.
A possession's natural form is a grey, shadowy cloud, usually shaped like the most recently possessed object.

Possessions are usually subtle in their maliciousness, usually seeking to dominate a party member, and using him to slowly pick the others off. If forced to fight, it can be dangerous foe. It will often have a variety of objects nearby in case of emergencies (including some hidden well).

Dominate Wielder (Sp): Any creature attempting to wield or otherwise use an item that is possessed must make a Will save vs DC 17 (Cha based) or be dominated by the possession. This domination acts as a dominate person spell. The caster level is equal to the possession's HD. When the duration runs out, the possession may immediately attempt to dominate wielder again.
Should the domination fail, the possession is immediately forced out of the object and into its incorporeal form. If possession fails in an attempt to dominate a victim, it may never attempt to dominate that victim again.

Possess Object (Su): As a full-round action, a possession may possess any object within 20ft. If the object is worn (like armour or clothes) or carried in hand by a creature, a Will save vs DC 17 (Cha based) is allowed to prevent the object from being possessed.
When possessing an object, treat the possession as having a Strength score of 16. It may attack with the object, inflicting normal weapon damage if the object is a weapon or gauntlet, or damage as an improvised weapon otherwise. The possession can use any special abilities the object has (i.e. cast fireballs if the object possessed is a Wand of Fireballs).
While possessing an object, the possession's AC is equal to 10 + the object's size modifier + the possession's Dexterity modifier + the possession's deflection modifier. While possessing an object, the possession cannot be directly damaged- it must be forced into its incorporeal form first. This can be achieved through sundering attacks against the object (when the object is destroyed, the possession is released), a successful turn attempt (which forces the possession to leave the object, but does not cause it to flee), or, less frequently, if the possession fails a Dominate Wielder attempt.
A possession must occupy an object. Should it remain in incorporeal form for more than five rounds, it will dissolve into nothingness for 1 day, before reforming to look for another object to possess. A possession may willingly leave an object as a swift action.

Eternal Restlessness (Ex): A possession reduced to 0 hp is not slain. It dissolves, and 1 day later it will reappear and attempt to possess objects again. If turned while in incorporeal, the possession is instantly destroyed.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.