Spirit (3.5e Creature)

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Spirit

Size/Type: Medium Fey
Hit Dice: 4d6 (12 hp)
Initiative: +7
Speed: 50ft.
Armor Class: 15, touch 11, flat-footed 12
Base Attack/Grapple: +3/-4
Attack: Spirit Claws Melee +4 (1d6 + Spirit Touch)
Full Attack: 2 Spirit Claws Melee +4 (1d6 + Spirit Touch)
Space/Reach: 5ft./5ft.
Special Attacks: Spirit Touch
Special Qualities: Incorporeal
Saves: Fort +0, Ref +8, Will +8
Abilities: Str 0, Dex 17, Con 0, Int 11, Wis 13, Cha 14
Skills: Hide +7 Sense Motive +5 Diplomacy +6
Feats: Improved Initiative
Environment: Ethereal Plane/Spirit Realm
Organization: Solitary, Pair, or Pod (4-6)
Challenge Rating: 3
Treasure: None
Alignment: usually lawful, chaotic, or neutral
Advancement: +2
Level Adjustment:
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More information...

"You spy a small group of what appears to be a group of beggars in black cloaks hunched around a fire. You realize only too soon your mistake."

Spirits are creatures from the Ethereal Plane that can either be a help or hindrance to an adventuring party. While they are impossible to fully kill or destroy without an artifact of some power, when they are brought down to 0 hp they are sent to a small demi-plane, where they must stay for a year and a day. Appearing to be short beings wearing ragged black cloaks from behind, their face is a rough circle that has three black holes that all can function as a mouth or an eye. Whenever a spirit gets nervous, their head starts spinning rapidly, making a rattling noise.

Combat

Spirits normally avoid combat, unless they are evil, and would rather play mischievous tricks on their enemies rather than hurt anyone. When they do fight, they usually attack in groups, and only make their claws corporeal, which are normally hidden under their cloak like bodies.

Spirit Touch (Su): A spirit's touch can either heal or madden it's target. when a spirit uses this ability they can opt to either heal 2d8 damage or deal 1d4 wisdom damage.

Incorporeal (Su): Spirits have all traits of an incorporeal being.



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