(Encounter Level: 7
- 9)
|
Monster Type |
Undead (Free-willed) |
Strength |
3d6 |
|
Hitpoints |
8d10 (average: 44) |
Intelligence |
3d6 |
|
Alignment |
Same as victim in life |
Wisdom |
4d6 |
|
Attacks |
3/2 |
Faith |
3d6 |
|
Parries |
1/1 |
Dexterity |
4d6 |
|
BatCh |
12 |
Constitution |
3d6 |
|
Base AC |
5 |
Charisma |
3d6 |
|
Movement (Run) |
12// |
Comeliness |
2d6 |
|
Movement (Fly) |
- |
Sense Presence |
15 // |
|
Movement (Swim) |
5// |
Lowlight/Infravision |
10 // / 0 |
|
Movement (Burrow) |
- |
Detect Motion Vectors |
- |
|
Spirit Points |
3d6 + 9d4 (average: 33) |
Number per encounter |
1 |
|
Empathic Rating |
25% |
Frequency |
Uncommon |
|
Empathic Resistance |
75% |
Size Class |
5 |
Base Saving Throws |
|
Save vs. Poison |
Na |
|
Save vs. Death Magic |
Na |
Save vs. System Shock |
12 |
|
Save vs. Magical Weapon |
12 |
Save vs. Spiritual Power |
12 |
|
Save vs. Area Effect |
12 |
Save
vs. Sleep/Charm |
2 |
Attacks/Defenses:
Whatever weapons it had in life, though all weapons a Spirit carries will have
at least a +1 magical bonus to them upon returning from the grave.
Returning Weapons: If a Spirit’s weapons or equipment is taken from it, damaged, or destroyed, the weapon will return unharmed to the Spirit at the beginning of the next round.
Traveler’s Guise: The Spirit can choose not to register as an Undead if it so wishes.
Teleport: A Wandering Spirit can teleport once a day to a place it has seen within a range of 100 miles with an accuracy of 1d10 miles in any direction from the targeted point.
Resistances:
Mundane Weapons = 50% Cannot be Rebuked, but can be Turned
Description: Wandering Spirits are in some ways similar to a Vengeance Manifest, but they are the result of those who died upon the road never to reach their destination or complete their mission. Most Wandering Spirits seek to find some way to complete their final task in life and will try to recruit adventurers or mercenaries to aid them. Others, however, seek revenge upon the world and even upon those who sent them on their last mission, especially if their doom was almost certain from the start. Wandering Spirits can be of any race, class, or alignment and any character of greater than 6th Level has a chance of becoming one if the conditions are met.
Wandering Spirits appear worn and tired, but otherwise unchanged from the way they appeared in life. They have an air of wisdom about them, and some have walked the lands for many years.