Wandering Spirit (Formerly: Wanderer West)

(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.