The Spirits

INDEX

The World of Spirits
Creating Spirits
Spirit Characteristics
Special Features
Sample Spirits

Behind the veil of the physical world lies a hidden reality, where the gods were born and were they fight they wars. Known as the Dreamlands, this world is the home of all that is subtle of Nahast, where magic pours down from the heavens and bathes the world with its power.

Of all the magic that is possible in Nahast, the most ancient of practices was shamanism, observed during the 3rd Age by the lost reptilian civilization, then rediscovered and enriched by the beastfolk during the 4th Age. With time, the spirits have changed, grown in power, mixed together, parted and divided, but they still remain what they have always been: the little souls of the world, ready to receive the worship they so need to raise in power.

During the 1st Age, the Azken gave birth to the spirits when it disappeared from the heavens, leaving his Four Children in charge. During the beginning of the universe, there was nothing to distinguish spirit from physical reality, but as they failed in the test the Four Powers set for them, their Age ended, and from the four directions, the world of spirits and the world proper were split into two distinct but interconnected halves: Nahast and the Dreamlands.

The spirits are the perfect and pure idea of that which they represent: a rain spirit is the perfect embodiment of its downpour; a wolf spirit is the perfect representation of a wolf. With the end of the 1st Age, many spirits lulled and fell asleep inside their physical forms, and some even forgot themselves. Those who retained the strength of mind and purpose remained, and saw how the dragons took control of the world that had once been their playground.

During the following ages, the spirits learned what they should have learned when they had the chance: to take responsibility for their charges. The spirits set to the task of making things happen in the world; forest spirits took care of the animals in their territories, which were also looked after by animal spirits. During the 3rd age, the reptilian people began worshipping the spirits, asking for their favor and their power, and the spirits discovered that worship strengthened them. However, they could not express their power directly into the world; for that they needed a gateway: they needed a shaman.

The interaction between spirits and the mortal races of Nahast grew closer, and as some spirits received greater worship, they gained more power. At the height of the 3rd Age, many spirits gained sufficient followers to become gods.

In all the ages, minor spirits have sought avenues to increase their personal might so that they too may ascend to godhood, and favoring shamans is one of many such avenues.

Spirits

Spirits are incarnations of beings, things and even ideas taken form in the Dreamlands, the world of the spirits. They take a variety of forms: from the apparently mundane shapes of the animal spirits to the hardly comprehensible form of conceptual spirits. Called ‘animae’ but scholars as well as shamans, the spirits are little gods, beings of pure spiritual magic separated from the world. Every spirit has a purpose to fulfill, and each of them pursues that purpose with single-minded devotion.

All spirits are somehow intelligent, even if their mindset is a little alien compared to those of physical beings; they are immortal creatures that live apart from the world, yet are bound to it. They are outsider creatures natives to Nahast, but barred from manifesting there openly.

Spirits take a wide variety of forms, and their physical appearance is merely a façade for the purpose that they serve.

The text in this table is Open Game Content 

Creating Spirits

Listing all the possible spirits would be impossible; therefore, Game Masters are encouraged to create their own spirits following these guidelines and taking the sample spirits above as a guide.

  • Select Spirit type: Choose subtype, spell level and domain.
  • Assign Abilities: A spirit has a pool of ability points with which the Game Master can increase its base ability scores (see Spirit Characteristics).
  • Choose Skills: Spirits have a number of skill points with which to purchase skill ranks. Upon creating a spirit, all skills are considered class skills.
  • Choose Feats and Special Features: A spirit gains a number of feats depending on its HD and a number of special features (described later) depending on its spell level.
  • Calculate Characteristics: With all of the spirits abilities, skills and features in place, calculate its characteristics.

Spirit Type

The spirits are classified in gross categories and levels of power; their type is a subcategory from their native outsider creature type. A spirit’s power level is measured by its spell level, which represents the maximum level of the spell-like abilities he can use as well as the frequency of their use. Such spell-like abilities are drawn from the spirit’s domain. As divine forces in the world, all spirits belong to a domain as those that appear on the cleric’s domain lists and, as such, are servants and subordinates of gods that include such domains in their portfolios. The spirit’s domain colors the way in which he fulfills his duties. For example, two justice spirits may belong to different domains, one belonging to Law and the other to Knowledge; likewise, two stone spirits may belong to either Protection or Earth, depending on their outlook.

To create a spirit, select first its type from amongst the following list; each type will affect the spirit’s abilities or access to certain abilities:

  • Ancestor: Ancestor spirits are memories of persons who have passed on but linger to watch over their mortal kin; they take the forms of humanoids in the prime of their life or the age they believe is most appropriate for their role and duty. Characteristics: Ancestor spirits are the only spirits with access to the Ancestor Domains (see Spirit Magic).
  • Animal: Animal spirits, such as fox, boar or any other creature that walks the land; they take the shape of the animal which they represent, although their eyes shine with intelligence and they look overly healthy. Characteristics: Gain one of the base animal’s natural attacks for free.
  • Construct: The spirits of objects and tools have the Construct subtype; they are created by the care and attachment their owners have to their tools and properties. They take the appearance of a humanoid creature of the object owner’s race, with features that echo the object in question. Characteristics: Automatically gain DR 5/adamantine, they can be affected by magic that targets objects.
  • Elemental: Elemental spirits correspond to the Elemental Planes as normal elementals do; they appear as a creature aligned to the element such as a salamander (fire), a sylph (wind) or an undine (water), etc. Characteristics: Elemental spirits have the descriptor corresponding to their elemental natures: Air, Earth, Fire, Water. They inflict energy damage with their slam attack: fire (fire), electricity (air), force (earth) or cold (water).
  • Ideal: The more esoteric of the spirits have this subtype, and represent the spiritual embodiment of abstract ideas and concepts; they can appear as anything related to the concept they espouse, from humanoid abstractions to floating objects or even symbolic imagery. Characteristics: Ideal spirits have the descriptors corresponding to the origin of their ideal: Chaos, Evil, Good and Law and gain the smite ability once per day against creatures of their opposing alignment.
  • Nature: Nature spirits include animae such as moonlight spirits, river spirits or dew spirits; they appear as fey-like creatures that incorporate elements of that which they represent. Characteristics: Nature spirits have descriptors like elemental spirits, but they may also have a descriptor that corresponds to other creature types such as plant, fey, etc.
  • Plant: Plant spirits are mostly static and dormant; they look like an anthropomorphized version of their base flower, tree or other plant. Characteristics: Gain DR 2/- and fast healing 2, plus they always include the spells of the Plant domain in their spell collection, even if they belong to a different domain.

Spell Level and Domain

No spirit exists as an independent entity; as a mystical representation of the world, a spirit’s nature is inherently tied to that which it stands for, and this connection measures its power relative to that of other spirits. When creating a spirit, select a domain it belongs to according to its concept. The domain is the same as a cleric’s Domains (such as Healing, Sun, War, Destruction, etc.). A spirit can only belong to one domain with very few exceptions. You are not limited to the list of Domains in Core Rulebook I, but can select domains from any other d20 source, starting with those associated with Nahast.

The benefits of belonging to a domain are explained fully in Spirit Characteristics below. A spirit can use the spells of its domain as spell-like abilities and gains the domain’s granted power as a supernatural ability.

Once the spirit belongs to a domain, choose its spell level. This goes from 1st to 9th and corresponds to the highest level of a spell that the spirit can cast as a spell-like ability from its spell collection. This decision is wholly arbitrary. The highest the spirit’s spell level, the greater his prestige with other spirits and his rank in whatever hierarchy it decides to join. Shamans have greater difficulty in integrating spirits of high spell level, but the rewards of doing so are evident in the power the spirits bestow upon them.

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Spirit Characteristics

Once the spirit’s basic concept is set, it is time to figure out his statistics block.

Name

Every spirit has a name, and the more powerful the spirit, the more powerful its name will be. Spirits from spell level 1 through 5 have very simple names with very little power and can be called simply “river spirit” or “moonlight spirit”. Spirits of spell levels 6 and higher have attained a special status in spirit society and they acquire important names and titles, like “Thunder of the Emerald Jungle” (a war spirit and Xu’re’s spirit guide) and “Itzilacay the Morning Ember” (a star spirit with powers of augury and doom). Name your spirit appropriately.

Type

Outsider (native, spirit subtype). Spirit subtypes are Ancestor, Animal, Construct, Elemental, Ideal, Nature and Plant.

Subtype

Characteristics

Ancestor

Ancestor Domain spells

Animal

Gain one of the base animal’s natural attacks for free.

Construct

DR 5/adamantine, vulnerable to magic that targets objects.

Elemental

Elemental descriptor (Air, Earth, Fire, Water). Slam attack deals energy damage: fire (fire), electricity (air), force (earth) or cold (water).

Ideal

Moral/ethic descriptor (Chaos, Evil, Good and Law). Smite opposing alignment 1/day

Nature

As elemental spirits

Plant

DR 2/-, fast healing 2, Plant Domain spells

Size

A spirit’s size is completely arbitrary, chosen during its inception. Each size category modifies the values of the spirit’s base characteristics. This size has nothing to do with the spirit’s nature; there could be a Gargantuan mouse spirit, but most mouse spirits prefer to be tiny. Use your judgment when assigning sizes to a spirit.

Size Characteristics

Size

HD

Str

Dex

Con

Space

Reach (Tall)

Reach (Long)

Example

Fine

-8

+8

+0

1/2 ft.

0 ft.

-

Fly spirit (animal)

Diminutive

-4

+4

+0

1 ft.

0 ft.

-

Flower spirit (plant)

Tiny

-2

+2

+0

2-1/2 ft.

0 ft.

-

Campfire spirit (elemental)

Small

-1

+1

+0

5 ft.

5 ft.

-

Chair spirit (construct)

Medium

+0

+0

+0

5 ft.

5 ft.

5 ft.

Ancestor spirit (ancestor)

Large

+1

+1

-1

+1

10 ft.

10 ft.

5 ft.

Bull spirit (animal)

Huge

+2

+2

-2

+2

15 ft.

15 ft.

10 ft.

Spirit of Rage (ideal)

Gargantuan

+4

+4

-4

+3

20 ft.

20 ft.

15 ft.

Forest Walker (nature)

Colossal

+8

+8

-8

+4

30 ft.

30 ft.

20 ft.

Castle spirit (construct)

Size Modifiers

Size

Attack/AC modifier

Grapple modifier

Hide modifier

Base Slam Damage

Fine

+8

-16

+16

1d4

Diminutive

+4

-12

+12

1d4

Tiny

+2

-8

+8

1d6

Small

+1

-4

+4

1d6

Medium

+0

+0

+0

1d8

Large

-1

+4

-4

1d10

Huge

-2

+8

-8

1d10

Gargantuan

-4

+12

-12

2d6

Colossal

-8

+16

-16

2d6

Hit Dice

d8, twice the spirit’s spell level plus any bonus HD due to size.

Initiative

Determined by Dexterity and feats as normal.

Speed

Walk 30 ft., Fly 50 ft. (perfect)

Armor Class

10 + Dex modifier (dodge bonus) + deflection bonus (Cha modifier + spell level) + special features

Base Attack/Grapple

Equal to the spirit’s HD / BAB + Str modifier + grapple size modifier

Attack

BAB + Str + size modifier (damage depending on size and special features). This is a slam attack; there may be more attacks or attacks of different types chosen as special features. The base damage for a Medium spirit’s slam attack is 1d8, plus any Strength modifier.

Full Attack

List the spirit’s primary and secondary attacks.

Space/Reach

According to Size chosen; determine if the spirit’s body is tall or long:

Special Attacks

A spirit can use all the spells from his chosen Domain up to its own spell level as spell-like abilities. In addition, choose a number of additional spells equal to the spirit’s Wisdom modifier that make sense for the spirit to have. The spirit can use the spells it has access to a number of times depending on the spell’s level and the spirit’s own spell level (see table).

Spell-like Ability Use Frequency
 

Spell’s Level

Spirit’s Spell Level

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

1/day

-

-

-

-

-

-

-

-

2

2/day

1/day

-

-

-

-

-

-

-

3

3/may

2/day

1/day

-

-

-

-

-

-

4

1/hour

3/day

2/day

1/day

-

-

-

-

-

5

1/10 minutes

1/hour

3/day

2/day

1/day

-

-

-

-

6

1d4+1 rounds

1/10 minutes

1/hour

3/day

2/day

1/day

-

-

-

7

At will

1d4+1 rounds

1/10 minutes

1/hour

3/day

2/day

1/day

-

-

8

At will

At will

1d4+1 rounds

1/10 minutes

1/hour

3/day

2/day

1/day

-

9

At will

At will

At will

1d4+1 rounds

1/10 minutes

1/hour

3/day

2/day

1/day

Special Qualities

A spirit has Darkvision out to 60 feet. Unlike most other living creatures, a spirit’s soul and body form one unit. When a spirit is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a spirit. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life if it does not possess the Reform special quality.

Domain: As mentioned above, all spirits belong to a Domain either from the cleric lists in Core Rulebook I or in any other fantasy d20 book. This allegiance determines not only the spells they have access to as spell-like abilities and as a spell pool for shamans, but also indicates the kind of gods they are pledged to. Choose a Domain that fits the kind of spirit. A spirit has access to his Domain’s granted power.

Spirit Traits: All spirits share the following characteristics:

  • Dreamlands Existence: Spirits are native to the Dreamlands, where they are fully material and have limited insight into the Material Plane. While in the Dreamlands, spirits are removed from the Material Plane in a way that not even force effects can target them like they do ethereal creatures. Because of this, spirits may only exert influence in the Material Plane to perform their divine functions, not use any of their powers. Only through material anchors can spirits see into the Material Plane, and only through shamans can they use their powers. Spirits who wish to interact directly with the Material Plane must project or materialize.
  • Grant Power (Su): The spirit can share all spells it knows as well as its Domain’s granted power with any creature with shamanic abilities, as described in the shaman class description.
  • Devour Power (Su): Spirits feed on raw power. They derive their sustenance from the ambient energies of the Dreamlands, but prefer to imbibe on the power of offerings and prayers… as well as the hearts of other spirits. The full system for devouring other spirits and worship will be fully described in the Magic chapter.
  • Spiritual Grace (Su): As quasi-divine beings, spirits are protected from harm by their own power, adding their Charisma modifier as a bonus to all saving throws.

Project (Sp): Spirits have the ability to project themselves into the Material World with a frequency and a limited duration depending to their spell level. When projecting in the Material World, spirits are incorporeal in both the Material Plane and the Dreamlands, as they exist simultaneously in both worlds. Projecting into the Material Plane and returning to the Dreamlands is a move action.

Spirit Projecting

Spirit’s Spell Level

Frequency

Duration

1

1/month

5 rounds

2

2/month

1 minute

3

1/week

2 minutes

4

2/week

5 minutes

5

3/week

10 minutes

6

1/day

30 minutes

7

2/day

1 hour

8

3/day

2 hours

9

At will

3 hours

Damage Reduction: All spirits have DR 5/magic, some spirits may have additional types of DR, in which case  both conditions must be met in order to defeat the damage reduction (construct spirits have DR 5/magic and adamantine), or simply complement each other without stacking (plant spirits subtract 2 from magic damage and 5 from any other kind of damage).

Spell Resistance: All spirits have SR 11 + spirit’s spell level.

Special Features: A spirit has a number of special features equal to 2 plus half its spell level (rounded up, see Special Features below). The spirit can also purchase these features in place of a feat.

Saves

All of a spirit’s saves are good. In short, a spirit saves as a monk of a level equal to its HD. In addition, all spirits receive a bonus to all their saves equal to their Charisma modifier.

Abilities

Spirits have the following base ability scores: Str 10, Dex 12, Con 10, Wis 12, Int 10, Cha 12. Spirits have a free pool of extra ability points equal to four times  their spell level, distributable as the Game Master’s wishes upon creating the spirit.

Skills

All spirits have a number of skills equal to 8 + Int modifier (minimum 1) multiplied by (HD+3). Spirits treat all skills as class skills at the moment of creation. For advancement, a spirit’s class skills are those for which he already has ranks. In addition, all spirits have a +4 racial modifier to Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Knowledge (spirits) and Spellcraft, and a +2 racial modifier to Diplomacy and Sense Motive.

Feats

Spirits have 1 feat plus one additional feat per 3 HD. A spirit may select the special features described below as feats.

Environment

The Dreamlands, any corresponding to the individual spirit’s nature.

Organization

Solitary, gang (2-4), or mob (7-12)

Challenge Rating

Spirits of spell levels 1st through 3rd have a CR equal to their spell level multiplied by 1.5; spirits of spell levels 4th through 6th have a CR equal to twice their spell level; spirits of spell levels 7th through 9th have a CR equal to their spell level multiplied by 2.5.

Treasure

Half standard.

Alignment

Always neutral. Ideal spirits will have an alignment according to the idea they represent. Spirits belonging to an aligned domain (Chaos, Evil, Good or Law) have that alignment in addition to a neutral complement.

Advancement

By spell level.

Level Adjustment

Spirits are not available as player characters; their purposes and goals are too alien.

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Special Features

These are special abilities that a spirit may have. Some of these are additions to its capabilities, while others are special attacks or qualities classified in spell-like, supernatural or extraordinary abilities.

Extra Primary Attack: The spirit can attack an extra time with its primary attack due to having a second limb or natural weapon with which to do so. This extra attack is performed at the spirit’s normal attack bonus.

Secondary Attack: The spirit gains two secondary attacks, performed at a -5 penalty to the spirit’s base attack bonus, and adding only half his Strength (for melee) or Dexterity (for ranged) modifier. The damage of a secondary attack is one die type smaller than the primary attack. The spirit can choose this feature more than once.

Strong Attack: Choose one of the spirit’s attacks; this attack now deals double the number of dice as its normal damage (an attack dealing 1d6 points of damage now deals 2d6, etc.). This feature can be chosen multiple times, each time it applies to a different attack.

Spirit Weapon: Choose one of the spirit’s attacks; this attack is not a slam, but a natural weapon such as a bite, claw or sting or even what would appear to be an equipment weapon like a sword, bow, etc. This is only an illusion, for both kinds of weapons are only a projection of the spirit’s power. The damage of this spirit weapon is one dice type larger than normal.

Ranged Attack: Choose one of the spirit’s attacks; this attack is ranged, rather than melee.

Inhabitation (Sp): Some spirits can visit the Material Plane by ‘riding’ their material anchor, which means that they can possess animals or inhabit plants, objects and natural phenomena. They travel from the Dreamlands and exist fully in the material world, but are limited by the capacities of the body they reside in. While possessing or inhabiting, spirits can perceive everything around them and can communicate with creatures in the Material Plane with whom they share a language. They can use spell-like abilities with a range of personal or touch range. Spirits replace their host’s Intelligence, Wisdom and Charisma scores as well as its saving throw bonuses, and will act accordingly. Plant and construct spirits are able to move their hosts to a certain extent: a plant spirit can move the branches and limbs of its host plant, but cannot move; constructs can push their anchor around at a speed of 10 feet.

Characters able to see spirits or invisible creatures will see the spirit’s image superimposed to the host’s. In the Spirit World, the spirit is considered to be incorporeal, other spirits can see its transparent image, but cannot harm it directly. Spirits can possess/inhabit a host for a day per spell level, and cannot do so again until a month has passed. Ideal and ancestor spirits cannot have this ability. This is a special quality. Prerequisite: Material anchor (Su).

Manifest (Sp): Spirits with the manifest spell-like ability can breach the walls between worlds and assume a physical form in the material world. When they do so, they are vulnerable to all attacks and effects, but they can also use their powers and abilities in full against any target. Manifesting in the material world is a full-round action, but returning to the Dreamlands is a free action. It can maintain this state for 10 minutes per spirit’s spell level, and can do it once per month per spell level. This is considered a special quality.

Material Anchor (Su): The spirit is bound to a creature, place, object or natural phenomenon according to its nature. A wolf spirit is bound to a wolf in the material world, while a justice spirit may be bound to a hall of justice or a holy sword. Whether this anchor moves or not, the spirit cannot separate from it by more than 30 feet per the spirit’s spell level in the corresponding space in the Spirit World. It can spy into the Material Plane in a 60 feet radius around the physical anchor. Spirits without a physical anchor need a shaman if they want to know what happens in the material world. Spirits of spell level 7th and higher can have a material anchor but can travel away from it for 10 miles per spell level.

Any spirit who becomes a shaman’s spirit ally designates the shaman in question as a secondary material anchor, gaining the ability to teleport from its original material anchor to the shaman and back as a spell-like ability that takes a standard action. The spirit is then able to treat the character as it would a normal material anchor, seeing the Material Plane around the shaman and unable to travel away from him. This is a special quality.

Possession (Sp): As the inhabitation ability, except that the spirit can try to possess beings that are not its material anchor; this is similar to a ghost’s malevolence ability and counts as a special attack.

Reform (Su): When the spirit is slain in any other plane than the Dreamlands, it can roll a Fortitude save (DC 20) to reform itself at the rate of 3 hit points per week, only reappearing in the place in the Dreamlands corresponding to its material anchor when it has healed its full hit points. Destroying or heavily damaging the anchor before the spirit reforms destroys it for good. This is a special quality. Prerequisite: Material anchor (Su)

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Sample Spirits

Swordling Spirit (Spell Level 2)

Small Outsider (construct spirit)

HD: 4d8 (20 hp)
Initiative: +2
Speed: Walk 30 ft., Fly 50 ft. (perfect)
AC: 16 (+2 Dex, +3 deflection, +1 size)
Base Attack/Grapple: +4/+2
Attack: Blade +8 melee (2d8)
Full Attack: Blade +8 melee (2d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, strong attack.
Special Qualities: Outsider traits, spirit traits, Darkvision 60 ft., War Domain, project (Sp), spiritual grace, spirit weapon, material anchor, DR 5/magic and adamantine, SR 13.
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 16, Dex 14, Con 10, Wis 12, Int 10, Cha 12
Skills: Bluff +6, Concentration +3, Craft (weaponsmithing) +3, Diplomacy +8, Hide +9, Intimidate +7, Knowledge (arcana) +8, Knowledge (the planes) +8, Knowledge (religion) +6, Knowledge (spirits) +9, Listen +7, Sense Motive +5, Spot +7 and Spellcraft +6.
Feats: Weapon FocusB, Power Attack, Cleave

Environment: The Dreamlands, underground or abandoned battlegrounds.
Organization: Solitary, gang (2-4), or mob (7-12)
Challenge Rating: 3
Treasure: Half standard.
Alignment: True neutral.
Advancement: By spell level.
Level Adjustment: -

Like their name would imply swordling spirits are the anima of swords and other bladed weapons. They are thin and metallic looking and their arms end in long, bladed weapons with which they attack their enemies. Swordlings come about when the owner of a sword spends time caring for it, and it is not unusual that they have unique names taken from the actual weapon they were born from, given to them by the sword’s owner. Since a sword’s purpose is war, most swordlings belong to the War domain and are ferocious foot soldiers in spiritual armies.

Swordlings are simple creatures and only speak Common and the language of spirits.

Combat

Swordlings are brave and warlike, and do not hesitate to charge headfirst into combat, seeking to impale as many enemies as possible in their bladed hands.

War Domain: Swordlings belong to the War domain and thus have Weapon Focus as a bonus feat for their spirit weapon. In addition, they can use the following spell-like abilities, cast as a 4th-level cleric: magic weapon (2/day), spiritual weapon (1/day), true strike (2/day).

Project (Sp): Swordlings have the ability to project themselves into the Material World two times per month for 1 consecutive minute. When projecting in the Material World, swordlings are incorporeal in both the Material Plane and the Dreamlands, as they exist simultaneously in both worlds. Projecting into the Material Plane and returning to the Dreamlands is a move action.

Material Anchor (Su): A swordling is bound to a single sword in the Material World. The spirit cannot separate from this sword by more than 60 feet in the corresponding space in the Dreamlands, but it can spy into the Material Plane in a 60 feet radius around the sword.

Great Oak Spirit (Spell Level 4)

Huge Outsider (plant spirit)

HD: 10d8+40 (90 hp)
Initiative: +0
Speed: Walk 30 ft., Fly 50 ft. (perfect)
AC: 13 (+5 deflection, -2 size)
Base Attack/Grapple: +10/+26
Attack: Branch +12 melee (1d10+4, 19-20/x2)
Full Attack: 2 branches +12 (1d10+4, 19-20/x2), 2 small branches +7 melee (1d8+2, 19-20/x2)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities.
Special Qualities: Outsider traits, spirit traits, Darkvision 60 ft., Healing Domain, Plant Domain, project (Sp), spiritual grace, material anchor, inhabitation, DR 2/- and DR 5/magic, SR 15.
Saves: Fort +12, Ref +8, Will +11
Abilities: Str 18, Dex 10, Con 18, Wis 16, Int 10, Cha 12
Skills: Balance +8, Concentration +10, Diplomacy +11, Heal +11, Intimidate +6, Knowledge (arcana) +4, Knowledge (nature) +13, Knowledge (the planes) +14, Knowledge (religion) +12, Knowledge (spirits) +14, Listen +11, Sense Motive +13, Spellcraft +4, Spot +9 and Survival +9
Feats: Self-Sufficient, Improved Critical, Improved Grapple, Power Attack

Environment: The Dreamlands, any forest.
Organization: Solitary, gang (2-4), or mob (7-12)
Challenge Rating: 8
Treasure: Half standard.
Alignment: True neutral.
Advancement: By spell level.
Level Adjustment: -

Great oaks are quiet sages of the woods, with spirits woken to contemplate the passing of the seasons and understand the ways of the forest. They are ponderous and overly formal, but they know a great many things and are willing to share their knowledge with those who approach them respectfully. Great oak spirits are almost indistinguishable from trees, but they have a clear anatomy and their faces are made by wrinkles in their barks and patches of moss resembling facial hair.

Great oaks speak Common and the tongue of spirits.

Combat

A great oak prefers not to enter combat; if it is forced, it will try to grapple and immobilize its opponents so that it can reason with them, or crush them if all else fails.

Healing and Plant Domain: A great oak spirit belongs to the Healing and Plant domains. It can rebuke or command plant creatures as an evil cleric rebukes or commands undead up to 4 times per day. In addition, they can use the following spell-like abilities, cast as an 8th-level cleric: entangle (1/hour), goodberry (1/hour), barkskin (3/day), resist energy (3/day), plant growth (2/day), neutralize poison (2/day), command plants (1/day). He can also use the following spell-like abilities cas as a 9th-level cleric: cure light wounds (1/hour), cure moderate wounds (3/day), cure serious wounds (2/day), cure critical wounds (1/day).

Project (Sp): Swordlings have the ability to project themselves into the Material World two times per month for 1 consecutive minute. When projecting in the Material World, swordlings are incorporeal in both the Material Plane and the Dreamlands, as they exist simultaneously in both worlds. Projecting into the Material Plane and returning to the Dreamlands is a move action.

Inhabitation (Sp): The great oak can fully possess the great tree that empowers it; it is able to perceive everything in the Material Plane around it, and can also communicate with others as well as move its limbs to attack, but it cannot move from its rooted spot. While possessing or inhabiting, the great oak can only use spell-like abilities with a range of personal or touch. It uses its Intelligence, Wisdom and Charisma scores as well as its saving throw bonuses. In the Spirit World, the spirit is considered to be incorporeal, other spirits can see its transparent image, but cannot harm it directly. The great oak can inhabit its tree for a 4 days, and cannot do so again until a month has passed.

Material Anchor (Su): A great oak is bound to a single tree in the Material World. The spirit cannot separate from this tree by more than 60 feet in the corresponding space in the Dreamlands, but it can spy into the Material Plane in a 60 feet radius around the sword.

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Art and story © 2002-2008 Alejandro Melchor. Nahast Campaign Setting and Product Identity © 2002-2008 Proyecto Nahast
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