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Nature Spirit

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.

Nature spirits have bound themselves to some natural feature. Within 100-300 yards of their feature, they can alter the landscape to fit their will so long as it does not obliterate their feature. (A river spirit could change the course of a river but not dry it up, for example.) (Heroic Tier Nature Spirits have a 100 yard range, Paragon 200 and Epic 300.) In general, the larger the feature, the higher level the spirit.

Nature Spirits have a good and an evil side. Normally, they are friendly to everyone. But if their feature is endangered, they will gleefully slaughter everyone who endangers their feature, then wipe out the offender’s own clans if it’s not too long a trip to find them.

All Nature Spirits have the following power:
Ethengar Form (minor; at-will) ✦ Polymorph
A Nature Spirit can alter its physical form to appear as any humanoid found in Ethengar; usually they appear as Ethengars, but the importation of many outsiders by the Khan has broadened their powers. (see Change Shape, page 280 of the MM). They can also take on their true form, which is a humanoid made out of the same material as their feature.

Dematerialised Nature Spirits can hide inside their feature.

Rock Spirit Level 4 Brute
Medium Immortal humanoid XP 175
Initiative +3 Senses Perception +4
HP 56; Bloodied 28
AC 16; Fortitude 16, Reflex 16, Will 16
Speed 6
m Punch (standard; at-will) | Martial
+7 vs. AC; 2d8+4
Stunning Fist (standard; Refresh 5-6) | Martial
+5 vs. Fortitude; 2d6 +4 and stunned (save ends)
Ritual Magic
About half of Rock Spirits know some.
Materialise/Dematerialise (standard; 2/day)
As the common power
Alignment Unaligned Languages Common, Ethengarian, Supernal
Skills Athletics +11, Endurance +10, Nature +9
Str 18 (+6) Dex 12 (+3) Wis 15 (+4)
Con 16 (+5) Int 10 (+2) Cha 8 (+1)

Rock Spirits are usually pretty lazy, just sitting around and watching the world. They prefer listening to speaking, and often will just listen to anyone who passes by without appearing ‘in the flesh’. However, once angered, they are relentless in their hatred. In battle, they tend to pick a single target and hit them until they die.

River Spirit Level 13 Skirmisher
Medium Immortal humanoid XP 800
Initiative +2 Senses Perception + , Ripplesense 10*
HP 56; Bloodied 28
AC 16; Fortitude 16, Reflex 16, Will 16
Speed 6, 10 swim
m Ice Blade (standard; at-will) | Cold, Martial, Weapon
+18 vs. AC; 2d8+6 Cold Damage
r Water Blast (standard; Refresh 5-6) | Cold, Martial
+16 vs. Fortitude; 1d10+6 Cold and prone (save ends)
Come to the Water (move; Refresh 5-6)
Burst 3 within 10 squares; +16 vs. Will; all targets are slid 5 towards the nearest water square. If this takes less than 5 squares, they can be slid into other adjacent water squares.
Nimble Swimmer
+4 to defence against opportunity attacks when in water squares. Also, they function underwater with no need to breathe.
Water Strike
+1d6 to damage if target is in water
Ritual Magic
River Spirits know anywhere from 3 to 9 rituals of the DM’s choice
Materialise/Dematerialise (standard; 3/day)
As the common power
Alignment Unaligned Languages Common, Ethengarian, Supernal
Str 19 (+10) Dex 22 (+3) Wis 13 (+7)
Con 16 (+9) Int 14 (+8) Cha 19 (+10)

* Ripplesense: The spirit is always aware of anyone touching water within its range, ignoring any condition which would normally cause him to not sense their presence and negating any benefits for concealment, stealth, etc.

River spirits look like a naked humanoid made of water in their true form. They are usually playful and like to play gentle tricks on people. They have an odd obsession with leading horses to water and making them drink. An angry river spirit likes to force armoured people out into the middle of water, then helps them to drown. They fight while swimming in their river whenever possible.