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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.

Odic, Level 16 Solo Controller
Large natural undead (plant) XP 7000
Aura 4; this aura glows purple at night. It also attacks those within it at the start of their turn: +20 vs. Fortitude; lose one healing surge.
Initiative +10 Senses Perception +15
HP 785; Bloodied 392
AC 32; Fortitude 30, Reflex 28, Will 32
Immune Disease; Poison; Sleep
Resistant Necrotic 15
Vulnerable Radiant 10
Saves +5 Action Points 2
m Poisonous Vine / Branch (standard; at-will) | Poison
Reach 3; +20 vs. Fortitude; 2d8+7 Poison Damage
Leaf Lure (standard; at-will) | Charm
Ranged 20; +20 vs. Will; the target is dominated to move towards the Odic every round, then stand quietly next to it. (save ends) (The tree uses this to draw in victims since it canít move)
Cause Disease (standard; Refresh 5-6) | Poison
Ranged 20; +20 vs. Fortitude; 3d10+6 Poison Damage and the target is infected with Mindfire (DMG 50).
Finger of Death (standard; Refresh 5-6) | Necrotic
Ranged 20; +20 vs. Fortitude; 3d10+6 Necrotic Damage and stunned (save ends)
Alignment Chaotic Evil Languages Common, Possibly Others
Skills Bluff +20, Insight +20, Intimidate +20
Str 21 (+13) Dex 14 (+10) Wis 24 (+15)
Con 21 (+13) Int 21 (+13) Cha 24 (+15)

During the day, Odics wander up to 24 miles; at night, they settle into a plant, usually something fairly large like a tree. They then start luring in animals and sentients and sucking the life out of them. The plant in question dies and crumbles once they leave it the next morning.