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Possessing Spirit

A bodiless threat looking for a mouth and hands.

Threat File — Possessing Spirit

TR 5 · Daemons & Warp Entities
PossessionPsychicStat Block Priority: Medium
Possessing SpiritTR 5Warp Entity · Controller
PossessionPsychic
Defense 15 · Vitality 34 · Move 40 ft. (hovering, unhoused) · Initiative +3
STR +0AGI +3TGH +1INT +2WIL +4PRS +2

Saves: Willpower +7

Proficiencies: Guile +6, Awareness +5

Senses: Perceives surface thoughts and strong emotions within 30 feet

// Traits

Unhoused. While bodiless, the spirit cannot be harmed by ballistic, las, slashing, piercing, or bludgeoning damage. Psychic, warp, sanctified, and warded attacks affect it normally. At 0 Vitality it is banished rather than slain.

Wormtongue Patience. The spirit learns the fears and wants of those it haunts. A creature it has whispered to for at least one scene makes Willpower Saves against its Seize the Vessel action at Disadvantage.

Rides the Flesh. While possessing a host, harm dealt to the host does not harm the spirit. It can be forced out by exorcism rites, consecrated wards, or the host winning a contested Willpower check granted by outside aid (GM discretion, typically once per scene).

// Actions

Seize the Vessel. One creature within 15 feet makes a Willpower Save DC 13 or becomes possessed: the spirit controls its body and speech. Unconscious, restrained, or Corruption-marked creatures save at Disadvantage. A possessed creature repeats the save only when the spirit acts against the host's deepest loyalties.

Whispered Wedge. The spirit speaks privately into the mind of one creature within 30 feet. The target makes a Willpower Save DC 13 or is Frightened until the end of its next turn and suffers Disadvantage on its next Presence or Command check as doubt takes root.

// Reactions

Abandon Ship. When its host drops to 0 Vitality or becomes Grappled or restrained, the spirit vacates the body instantly and moves up to 20 feet toward the nearest viable creature.

Morale: Does not make Morale checks, but fears banishment sincerely: it flees a losing exorcism to find easier flesh, and will bargain, lie, and inform to avoid the rite's conclusion.

Tactics: Its first host is someone the party cannot simply shoot — a child, an ally, a mission-critical officer. Run the fight as containment: wards, circles, sacred names, and the host's own resistance are the objectives. Direct damage is always the worst available option.

Loot / Evidence / Hooks: A spirit forced out under a true rite leaves its binding-name scorched into the ward circle; that name is leverage over it forever.

Enemy Dossier

GM Reference

A Possessing Spirit is a bodiless warp predator looking for a mouth and hands, patient enough to wear a friend's face for weeks. Fighting it fairly is difficult, because it prefers to be fought inside someone the party loves.

// Battlefield Use

Use this enemy for horror and investigation beats — a threat where the combat encounter is the failure state of the social one.

// Threat Profile

No stable body, possession attacks, psychic pressure, near-immune to conventional weapons while unhoused, extremely dangerous once housed in a strong host, banished rather than killed.

// Signature Traits

Unhoused. While bodiless it cannot be harmed by mundane attacks; psychic, sanctified, and warded means can strike it.

Wormtongue Patience. Learns the fears and wants of those it haunts; its whispers impose Disadvantage on Willpower Saves against its possession.

Rides the Flesh. While possessing a host, harm to the host does not harm it; exorcism, wards, or the host's own will can force it out.

// Signature Actions

Seize the Vessel. One creature within 15 feet makes a Willpower Save or is possessed; the weakened, the corrupt, and the unconscious save at Disadvantage.

Whispered Wedge. Speaks privately into a target's mind, imposing Shaken or turning them against an ally's advice.

Abandon Ship. Vacates a dying or restrained host instantly, lunging toward the nearest viable body.

Morale: Flees a losing exorcism to find easier flesh; it fears banishment sincerely and will bargain, lie, and inform to avoid it.

Tactics: Its first host should be someone the party cannot simply shoot — a child, an ally, a mission-critical officer. Run the fight as containment: wards, circles, sacred names, and the host's own resistance as objectives. Direct damage should always be the worst available option.

// Variants
Legion Splinter (multiple weak spirits)Vox-Rider (possesses machines instead)Grudge-Spirit (bound to one bloodline)Broker Spirit (offers deals mid-exorcism)Old Tenant (housed for years; the host's mind mostly gone)

Full Stat Block Priority: Medium

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