Spirit Warrior (5e Equipment)
Wondrous item, legendary (requires attunement) The spirit warrior is an enormous humanoid undead insect, the primary long-range weapon of elven crack troops during the Unhuman Wars. All Spirit Warriors went into time storage after the end of the Unhuman Wars, and they occasionally emerge in modern times. A fighter operates the spirit warrior from a cavity inside the chest. As the spirit warrior is a creature in it's own rigth, it's not that simple to operate, as it needs to allow to be used by other creatures. Without a pilot, also called a spirit warrior, as the two become essentially one, the spirit warrior cannot move or act, only communicate with its telepathy and weakly move its head around. In battle, spirit warriors use their strength and overwhelming speed to outmanuver the enemy, provide cover and support for the smaller creatures and to use their insectoid parts, like wings and mandibles. They also wield various melee weapons scaled to their size. Protection from Identification. Spirit Warrior is protected from any method of magical identification of its features, statblock and abilities. Attunement. To attune to the Spirit Warrior, a medium or smaller sized creature must remain in contact with it for one hour inside the chest cavity of warrior. If the Spirit Warrior is willing to be operated by such individual, the attunement process ends, and the creature can pilot the Spirit Warrior when inside. If Spirit Warrior is not willing, the creature must make a DC 20 Wisdom saving throw or take 10d10 psychic damage, gain one level of exhaustion and gain no benefits of finishing a short or long rest, until finishing a long rest. If the creature succeeds this saving throw it is attuned and can operate the Spirit Warrior, but there is a 50% chance of it acting independently (usually extremely hostile) each time the pilot uses Spirit Warrior to do any action. Creature. Spirit Warrior is an undead creature with an Intelligence of 8, a Wisdom of 18, and a Charisma of 12. It has hearing and normal vision, and darkvision out to a range of 60 feet. It communicates by transferring its thoughts to creatures toucing it with telepathy. Every Spirit Warrior have different alignment, personality traits, bonds, ideals and flaws. Without its pilot inside the Spirit Warrior cannot move or take any actions, and fails any Strength and Dexterity saving throws it is subjected to. If the Spirit Warrior is reduced to 0 hit points, it cannot move or act, and if it takes any more damage it is permanently destroyed. Spirit warrior can take a long rest, regaining all its lost hit points, only if its pilot is inside. The pilot cannot benefit from long rest while piloting the Spirit Warrior. This is the statblock for the Spirit Warrior. Controlling the Spirit Warrior. While a creature is attuned to the spirit warrior, attuned creature can open the hatch to the chest cavity as easily as any other door. Other creatures cannot open the hatch. A knock spell cast on the hatch opens it until the start of the caster's next turn. A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the spirit warrior have total cover from effects originating outside it. The Spelljamming helm within it allow creature to see outside with spirit warrior's senses. if you are concentrating on a spell and the spirit warrior takes damage, you must roll for concentration. While you are inside the spirit warrior, you can command it by using the helm. During your turn, you can command it in the following ways:
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