Certain apparitions in Suwarnabumi have unusual traits not listed in True20 Bestiary. These traits are described below.

Assume Likeness
An apparition can assume the likeness of any Small, Medium, or Large creature as a standard action. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.

Many possessing spirits are known to spread disease in the victims they possess. Apparitions with this ability have the power of Malevolence, but when they possess a character they do not exercise control. Instead, they inflict a disease as if using the Contagion supernatural power In addition, the disease cannot be cured naturally or supernaturally until the apparition is expelled from the subject's body.

An apparition notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Life Drain
An apparition can use the Life Drain power with its incorporeal touch.

Object Reading
The apparition receives Object Reading as a bonus feat. It uses its total level as its adept level.

Supernatural Insight
The apparition receives Supernatural Insight as a bonus feat. It uses its total level as its adept level.

Supernatural Resistance

An apparition can use the Visions supernatural power as a standard action (adept level 12th or equal to the apparition's level, whichever is higher).

Sample Apparitions


The little acheri is the spirit of a girl who died before her time—usually by accident or suicide. An acheri appears as she did in life , with long, dark hair and dressed in all white. She is particularly dangerous to children, making them weak and ill. Acheri usually have the following traits.

• Int -1, Cha +1
• Disease (Filth Fever), Sunlight Powerlessness, Unnatural Aura
• Hideous Laughter: Any living creature within 60 feet that hears the apparition must succeed on a Fortitude save or suffer fits of uncontrollable, disturbing laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. The subject gains a new save each round to recover, with a +1 bonus per previous save. A creature that successfully saves against this effect cannot be affected by the same apparition's hideous laughter for 24 hours.


Baital are dangerous spirits similar to vampires but without a physical body. Trapped between the world of the living and the dead, baitals can inhabit corpses and reanimate them as vehicles. Because they are unaffected by the passings of time, sorcerers often seek them out for advice and insight. But displeasing a baital can drive people mad. Baital usually have the following traits.

• Int +4, Wis +2, Cha +2
• Ability Drain (2 Wisdom), Create Spawn, Frightful Moan, Horrifying Appearance, Life Drain, Malevolence, Object Reading, Supernatural Insight, Unnatural Aura, Visions
• Animate Dead: A baital can use its Malevolence ability to animate the body of a mostly intact corpse for up to seven days as if it were the creature. The baital retains its Toughness bonus, saving throws, and mental ability scores, as well as its traits. It assumes the physical qualities and ability scores of the victim, as if it had used Self-Shaping to assume the victim's form. As long as the baital occupies the body, it knows the languages spoken by the victim and very basic information about the victim's identity and personality, but none of the victim's specific memories or knowledge.


This grave-dwelling spirit is the ghost of a murdered person. A bangkit jealously guards the place it was buried at or the place where he or she was murdered. Bangkit usually have the following traits.

• Wis +2
Skills: Bangkit have a +8 racial bonus on Notice and Search checks.
• Ability Damage (1 Charisma), Create Spawn, Second Sight, Sunlight Powerlessness, Unnatural Aura

Hungry Ghost

These creatures are spirits of dead people that failed to find what they needed in world beyond. A hungry ghost returns into the world of the living to feed off on fear and energy to get what it so desperately craves. Hungry ghosts usually have the following traits.

• Cha +2
• Frightful Moan, Horrific Appearance, Lifesense, Life Drain, Unnatural Aura


The penyakit is a dangerous spirit of illness or disease. A penyakit appears as a dark-shaped entity with exaggerated and elongated limbs. Its face has only two flickering lights where its eyes should be. Witchdoctors must first drive out the penyakit before he or she can cure the victim and ward off future attacks. A penyakit is unable to speak intelligibly. They are found in areas where a lot of people and livestock live together in cramped quarters, especially in poor or rural areas. Penyakits usually have the following traits.

• Cha +2
• Corrupting Touch, Disease (Red ache), Drain Vitality, Malevolence, Unnatural Aura

Phantom Warrior

These ghostly warriors patrol the place where it died, clad in a Sundamanese maile and carrying curved swords. They attack anything that looks like an enemy. Most people in Panau view these fallen warriors as murders, while the Sundamanese view them as paragons of duty and honour. Phantom warriors usually have the following traits.

• Int -2, Wis +2
Skills: Phantom warriors have a +4 racial bonus on Notice and Sense Motive checks.
• Ability Damage (1 Dexterity), Create Spawn, Lifesense, Unnatural Aura

Wandering Ghost

A wandering ghost is a dead spirit that roam the living world during the seventh month of the year. Some of these spirits have lost their way and are unable to return to the underworld. These spirits continue to exist as wandering ghosts. They appear similar to what they looked like when alive, but slightly paler. Wandering ghosts usually have the following traits.

• Wis -2
Skills: Wandering ghosts have a +8 racial bonus on Bluff checks.
• Chill Touch, Drain Vitality, Move Object, Unnatural Aura

See also

Some material on this site uses the Open Game License.
All Open Game Content is contained within a grey text block.