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Aspect of a Spirit Lord

by John Walter Biles

In the lands of the Ethengars and in some other places, it is possible for spirits to pass in and out of Mystara and their home, the Spirit World. Ethengar shamans train to deal with such beings.

Common Spirit Powers (Possessed by all)

Materialise/Dematerialise (standard, at-will)
Spirits may turn immaterial (or back to normal) as a standard action. This gives them Fly 6, the Insubstantial Quality, and Invisibility. A spirit may only effect other dematerialised spirits when immaterial. Dematerialised spirits are not invisible to each other.
Cantrips (standard; at-will)
Spirits may use any of the standard wizard cantrips; the most mischievous spirits use them A LOT to mess with people.

Aspect of a Spirit Lord Level 24 Elite Soldier
Medium Immortal humanoid (Shapechanger) XP 12,100
Initiative +21 Senses Perception +24
HP 450; Bloodied 225
AC 41; Fortitude 38, Reflex 36, Will 37
Speed 7 or by Animal
Action Points 1 Saves: +2
m Scimitar (standard; at-will) ✦ Weapon
+31 vs. AC; 3d6+9. On a hit, he automatically inflicts 7 points of damage on a foe adjacent to the first.
r Longbow (standard; at-will) ✦ Weapon
Ranged 30/60; +30 vs. AC; 1d10+10 Fire + 15 ongoing Fire damage
Twin Shot (Standard; at-will)
The Aspect of a Spirit Lord takes 2 Longbow Attacks or Two Scimitar Attacks
Disabling Strike (Standard; Refresh 4-6)
+29 vs. Fortitude; 6d6+9 and target is prone and slow (save ends)
Chosen Foe (Standard; Refresh 6 (but can’t be used again until the original target is eliminated or fled))
+31 vs. AC; 6d6+9 and +2 to hit and +4 to damage the target for the rest of the encounter
Reap the Field (Standard; Refresh 6)
Close Burst 1; +29 vs. Reflex; 6d6+9 to all foes; until his next turn, whenever a foe moves adjacent to him or starts their turn adjacent to him, he may roll a melee basic attack against them.
Defender
Aspects of a Spirit Lord add +4 to hit and damage when defending the kind of animal they represent.
Ritual Magic
Aspects of a Spirit Lord know up to 9 rites of the DM’s choice.
Animal Abilities
Because they can fight in animal form as well as humanoid, the DM will need to add appropriate abilities for their animal form.
Arcane Might
Aspects of a Spirit lord command Arcane powers as well; the DM should customise several to fit the species and needs of the story.
Materialise/Dematerialise (standard; at-will)
As the common power
Animal Forms (minor; at-will) ✦ Polymorph
An Aspect of a Spirit Lord can alter its physical form to appear as a single kind of animal, or as a unique humanoid animal (see Change Shape, page 280 of the MM). It will usually take on a humanoid form to fight, but can fight as an animal also.
Alignment Any Languages Ethengarian (fluently), Common, speaks to animals of his type
Skills Athletics + 26, Bluff +21, Nature +24, Perception +24, Religion + 24
Str 28 (+21) Dex 25 (+19) Wis 25 (+19)
Con 25 (+19) Int 19 (+16) Cha 19 (+16)
Equipment None in Animal Form; Ethengarian Scale, Longbow and 20 arrows, Scimitar, Light Shield

The Spirit Lords rule over the Spirit World; they are immortal and rarely enter the material world, but they do sometimes send Avatars to take care of business. They are usually accompanied by a force of Greater Animal Spirits when out and about. There is one Spirit Lord for each species of animals.