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Spirit, Ethengarian: Spirit Lordby Jamie Baty
Large Deathless (Extraplanar, Shapechanger)
Hit Dice: 36d12 (234 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares) in banded mail armour; base speed 90 ft., fly 60ft (good)
Armour Class: 35 (-1 size, +5 Dex, +10 natural, +11 banded mail armour), touch 14, flat-footed 30
Base Attack/Grapple: +18/+27
Attack: +5 Large Long Sword +27 melee (1d10 + 10)
Full Attack: +5 Large Long Sword +27/+22/+17/+12 melee (1d10 + 10) and Various Natural Attacks +22 melee (Damage varies, see below)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -Spells
Special Qualities: Alternate form, darkvision 60ft., DR 10/epic, immortality, materialise, deathless traits, spell immunity, turn immunity
Saves: Fort +12, Ref +17, Will +25
Abilities: Str 20, Dex 21, Con -, Int 18, Wis 20, Cha 21
Skills: Diplomacy +35, Gather Information +35, Knowledge (arcane) +20, Knowledge (nature) +35, Knowledge (planes) +19, Listen +38, Search +34, Sense Motive +35, Spellcraft +34, Spot +38, Survival +35 (Note: Skills may be adjusted to reflect the spirit's animal species)
Feats: Automatic Silent Spell, Automatic Still Spell, Alertness, Cleave, Dodge, Endurance, Empower Spell, Improved Initiative, Maximise Spell, Mobility, Power Attack, Silent Spell, Still Spell
Environment: Spirit World (Ethereal)
Organisation: Solitary + 2d6 Greater Animal Spirits
Challenge Rating: 40
Alignment: Always neutral
Advancement: by character class
Level Adjustment: -
All of the animal spirits are ruled by a Spirit Lord of their species. Spirit Lords rarely venture to the Prime Plane unless a great disaster threatens the animals under their protection. The Spirit Lord watches over both the animals and animal spirits of the same species as themselves.
Spirit Lords most often use the "large" animal form of their species. They may also transform into the normal animal of their species and into a large humanoid animal form. In all forms they are surrounded by a glow.
In their humanoid forms, spirit lords can speak the local common language without the accents that characterise the speech of lesser spirits. They know many other languages as well, often Sylvan and Draconic.
Spirit Lords are immortal, although not in the same sense as Ixion and the other Immortals. Spirit Lords are formed of the essence of every living creature of its species, and every creature of its species carries a part of the Spirit Lord in its soul. Spirit Lords were around long before the Immortals ascended and will likely exist long after the Immortals vanish or are destroyed. Spirit Lords have no known connection to the Old Ones. The only way to truly destroy a Spirit Lord is to completely exterminate its species. Should that be done, once it is slain, it will never reform.
Spirit Lords do not have very much to do with Immortals, though they will cooperate with Immortals that may further the Spirit Lord's interests, such as Ka. Unlike other animal spirits, Spirit Lords will deal with fey creatures on a more frequent basis.
Spirit Lords are very dangerous foes, combining magic and weapons with ease. They generally are not aggressive to those who approach cautiously, but will fight mercilessly against those that attack it or cause great harm to its animal species. They may fight in any form.
All spirit lords carry a +5 weapon, usually a long sword. In addition, they possess all of the natural attacks of their species, even in humanoid form. While in humanoid form, they may use their weapon as the primary attack, and use all natural attacks except for one claw, stomp or trample as secondary attacks. In humanoid form they wear +5 lamellar armour (banded), richly decorated and crafted. In humanoid form, damage for natural attacks is the same as the damage for the "large" animal form.
Alternate Form (Su): A spirit lord has the ability to assume two forms. Its first form is that of the normal creature it watches over (i.e. a Wolf Spirit Lord can assume the form of a normal wolf). Its second form is a "large" version of the normal creature. This form is two size categories larger than the normal creature. Both of these forms' attacks cause more damage than their regular counterparts. This ability works much like the polymorph spell, except that the spirit is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the spirit:
• The spirit lord retains the type and subtype of its original form. It gains the size of its new form.
• The spirit lord loses the natural weapons, natural armour, movement modes, and extraordinary special attacks of its original form.
• The spirit lord gains the natural weapons, natural armour, movement modes, and extraordinary special attacks of its new form. Natural weapon damage increases two die for the normal form, and four die for the "large" form.
• The spirit lord retains the special qualities of its original form. It does not gain any special qualities of its new form.
• The spirit lord retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
• The spirit lord gains the physical ability scores (Str, Dex, Con) of its new form, each gaining a +4 bonus. It retains the mental ability scores (Int, Wis, Cha) of its original form.
• The spirit lord retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
• The spirit lord retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
• The spirit lord is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Damage Reduction (Su): A spirit lord has damage reduction 10/epic. Its natural attacks are treated as epic weapons for the purposes of overcoming damage reduction.
Immortality (Ex): A spirit lord cannot be permanently killed by any normal means. If reduced to 0 hp, a spirit lord's body disappears and immediately reforms in the Spirit World undamaged. If killed in the Spirit World, it reforms in the spot it was killed.
Materialize (Su): A spirit lord dwells on the Ethereal Plane in a location known as the Spirit World and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit materialises, it enters the Material Plane and becomes visible and corporal. A materialised spirit can be harmed normally. A spirit lord may materialise at will.
Spells: A Spirit Lord casts spells as a 20th level sorcerer and a 20th level druid.
A spirit lord knows 9/5/5/4/4/4/3/3/3/3 sorceror spells and may cast 6/8/7/7/7/7/6/6/6/6 spells per day.
A spirit lord may cast 6/7/6/6/6/6/4/4/4/4 druid spells per day.
Spell Immunity (Ex): A Spirit Lord cannot be harmed or affected by any spell 5th level or less.
Turn Immunity (Ex): A Spirit Lord cannot be turned, rebuked, commanded or destroyed by a cleric.
Deathless Traits: A deathless has the following traits.
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
• Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
• Cannot use the run action.
• Uses Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
• Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
• Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
• Proficient with its natural weapons and any weapons mentioned in its entries.
• Proficient in whatever type of armour (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armour are not proficient with armour.
• Deathless do not breathe, eat, or sleep.
Spirit Lords as Characters
Spirit Lords have a favoured class of Any. They often improve upon their spellcasting abilities. Spirit lord clerics may select two of the following domains: Animal, Protection or Strength.