Grappling Spirit
CREATURE 9When 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.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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 DC 29 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.
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.
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.
If a spirit knocks a creature Unconscious, each creature within 60 feet that witnesses the victory is targeted with a DC 26 Will 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.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.