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Evil Spirit, Greater

by Jamie Baty

GAZ12 41
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 21d12 (136 hp)
Initiative: +5 (+5 Dex)
Speed: 70 ft. (14 squares), fly 70 ft. (good)
Armour Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +10/+19
Attack: 2 Slams +15 melee (2d8 +5 plus Black Sand Shakes)
Full Attack: 4 Slams +15 melee (2d8 +5 plus Black Sand Shakes)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Black sand shakes, spells, unnatural speed
Special Qualities: Change shape, darkvision 60ft., materialise, turn immunity, undead traits
Saves: Fort +7, Ref +12, Will +18
Abilities: Str 20, Dex 21, Con -, Int 14, Wis 19, Cha 21
Skills: Bluff +23, Diplomacy +23, Disguise +28 (+38), Gather Information +21, Knowledge (the planes) +20, Listen +25, Sense Motive +20, Spot +25
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Iron Will, Power Attack, Skill Focus (Disguise)
Environment: Land of Black Sand (Ethereal Plane)
Organisation: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always chaotic evil
Advancement: 22-42 HD or by character class
Level Adjustment: -

Greater evil spirits are the most powerful and dangerous of their kind. They rarely leave the Land of Black Sand unless summoned by a very powerful shaman.
Despite what would be considered mutual interests, greater evil spirits have no use for the Entropic immortals, despising them and their followers as much as they do other immortals and mortals. Entropics view greater evil spirits as a threat, but rather than destroy them, they seek to subvert them to Entropy's cause. Other immortals choose to ignore them unless the spirit activities directly affect them.

Combat
Greater evil spirits will try to bend its foes to its will without combat. They, however, do not fear combat and will unleash all manner of spells to supplement its potent slam attack.

Black Sand Shakes (Su): The touch of an evil spirit can deliver a powerful disease. Normally, it is delivered by the creature's slam attacks (or less commonly, a simple touch attack), however, a greater evil spirit may attempt a touch attack against a target while still ethereal. This attack has a -4 penalty to it and does no damage other than potentially infect the victim.
Disease
touch, Fortitude DC 25, incubation period 1 round, damage 1d2 Con and 1d6 Dex. The save DC is Charisma-based.

Spells: A greater evil spirit may cast spells as a 20th level cleric or a 20th level sorceror. Greater evil spirits with over 31 HD may cast spells as a 20th level cleric and a 20th level sorceror.
As a cleric, a greater evil spirit may cast 6/6/6/6/6/5/4/4/4/4 spells per day.
As a sorcerer, a greater evil spirit knows 9/5/5/4/4/4/3/3/3/3 and may cast 6/8/7/7/7/7/6/6/6/6 spells per day.

Unnatural Speed (Ex): A greater evil spirit can attack very quickly, gaining an extra slam attack with both of its arms (for a total of four slam attacks during a full attack). In addition, it can attack so quickly, it may attack once with each arm during a standard attack.

Change Shape (Su): A greater evil spirit has the ability to assume the appearance of any humanoid, monstrous humanoid, or fey, but retains most of its own physical qualities. They may also change shape into an animal spirit. A greater evil spirit cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the spirit:
The spirit retains the type and subtype of its original form. It gains the size of its new form.
The spirit loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
The spirit gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
The spirit retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
The spirit retains the ability scores of its original form.
The spirit retains its hit points and saves.
The spirit 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 is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Materialize (Ex): A greater evil spirit dwells on the Ethereal Plane in a location known as the Land of Black Sand and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an evil spirit materialises, it enters the Material Plane and becomes visible and corporal. A materialised evil spirit can be harmed normally. A greater evil spirit may materialise at will.

Turn Immunity (Ex): A greater evil spirit cannot be turned, rebuked, commanded or destroyed by a cleric.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

Greater Evil Spirits as Characters
Greater evil spirits have a favoured class of cleric. They may also take levels of druid, sorceror or wizard. Evil spirit magic focuses much on conjurations and summonings. Evil spirit cleric may select two of the following domains: Chaos, Evil, or Trickery.