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Spirit Wraith

Intelligence: 13+
Organization: Solitary or group
Activity Cycle: Night
Frequency: Very Rare
Terrain: Ruins/Wilderness
Treasure: (S,T,R)
Alignment: Any Evil

Number Appearing: 1d4
AC: 3
MV: 12 Fl (B)
HD: 6+3
Thac0: 13
Number of Attacks: 1
Damage: 1d6+1
Special Attacks: Energy Drain, Magic
Special Defences: +1 to hit, undead immunities
Size: M
Morale: 16
Exp: 4,000

Spirit Wraiths are necromancers (or defilers) whose magic was their downfall (killed during a dark ceremony, by their own spell gone wild, etc.). Their burnt out husks wander the world as Spirit Wraiths. Spirit Wraiths appear from the torso up as black clouds in the shape of a human body. From the waist down they are trailing wisps of black cloud. They are swathed in black, purple, or crimson wrappings and their solid hands are a cold blue-white with long black nails, and their eyes glow blood red.

Combat

Spirit Wraiths attack without hesitation at night unless it is obvious that they are outmatched. During daylight hours, they skulk about their lairs and only fight if molested. Daylight doesn't harm them, except by preventing their draining powers (sunlight weakens their ties to the negative plane), hence they prefer to retreat if confronted in such a situation.

At night, however, they fear very little, as they are immune to normal weapons, charm, hold, and cold attacks like many undead. In addition to damage, their freezing touch drains one level of experience from their hapless victims. Their most deadly ability, and what sets them apart from normal wraiths, is their spell casting ability. The skills they possessed in life have been empowered by their undead state, giving them mastery over necromancy. All Spirit Wraiths function as necromancers of 1d6+4 levels. Note, however, that their spell casting is limited to necromantic spells. These spells do not require memorization, verbalization, or materials (somatic gestures are still needed). Because only gestures are required, their magic is silent but deadly. One of their favorite tactics is to hover silently in the dark, practically invisible, and unleash a ranged attack on their enemies. Humanoids drained of life by Spirit Wraiths rise as normal wraiths under the control of their slayer, with one exception. Any wizard drained to death by a Spirit Wraith has a 10%/level chance of becoming a Spirit Wraith under the control of his slayer, otherwise, a normal wraith is formed. Something that should be noted is that spells transmitted through touch are cumulative with the damage and energy drain of a claw attack, making the formation of undead servants a very likely prospect for this undead abomination.

Habitat/Society

These monsters exist only to cause pain and suffering and to empower themselves. They do so by gaining minions and gaining in experience as necromancers (yes, they can still go up in levels at half normal advancement). There have been rumors of Spirit Wraiths greater than 10th level, although none have ever been reported. Access to animate dead spells can give them all sorts of minions.

Ecology

It is rumored that Spirit Wraith smoke can be used in in solution as an ink for many scrolls pertaining to necromantic magic. The hands of the creature (the only part remaining after destruction, unless the smoke cloud is caught before dissipation) can be used to etch the runes into the wood of a staff of withering.

RKanus@aol.com


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