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Druj

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.

Undead Spirits possess bodies of the dead turning them into horrible undead monstrosities. They lose most of their powers during the day and tend to roam constantly instead of haunting a single spot.

Druj, Level 14 Elite Skirmisher
Medium natural undead XP 4000
Initiative +15 Senses Perception +17
HP 280; Bloodied 140
AC 28; Fortitude 26, Reflex 27, Will 26
Immune Disease; Poison; Sleep
Resistant Necrotic 15
Vulnerable Radiant 10
Saves +2 Action Points 1
Speed --; Fly 9
m Touch (standard; at-will) | Poison
+19 vs. AC; 2d8+7 Poison Damage
Each Druj has one of the following powers, according to type:
Eye Power (Druj Stare): (Minor; 1/round) | Charm
Ranged 10; +17 vs. Will; 1d10+6 Psychic Damage and target is immobilised (save ends)
Hand Power (Druj Grab): (Minor; 1/round)
+17 vs. Reflex; 1d10+6 Poison Damage and target is restrained; treat as a normal Grab.
Skull Power (Druj Bite): (Minor; 1/round)
+19 vs. AC; 1d10+6 Poison Damage and 5 ongoing damage

Finger of Death (standard; Refresh 5-6) | Necrotic
Ranged 20; +23 vs. Fortitude; 3d10+6 Necrotic Damage and stunned (save ends)
Many Bodies, One Evil Soul (Minor; at-will) | Polymorph
A Druj may split itself into four identical copies; these copies share a common pool of hit points, and when it runs out, they all drop dead, reassembling into a single corpse. When 2 of its bodies flank someone, the Druj not only gains combat advantage, it also adds an extra +2 to hit beyond that given by combat advantage. If the Druj takes 20 or more radiant damage (after adding +10 for its vulnerability), the bodies all reassemble together into whichever copy got hit.
Iím My Own Ally
Drujs add +2d6 to damage if 2 or more of its own duplicates are adjacent to its target.
Alignment Chaotic Evil Languages Common, Possibly Others
Skills Acrobatics +18
Str 20 (+12) Dex 23 (+13) Wis 20 (+12)
Con 20 (+12) Int 23 (+13) Cha 20 (+12)

Drujs resemble giant disembodied body parts. Each kind (Skull, Hand, Eye) has its own special power, but shares most abilities with other Drujs. Most prefer to work alone with some other kind of undead as flunkies, but sometimes greater undead force them to cooperate with each other.