Detect Relatives. The spirit can magically sense the presence of creatures that are related to the spirit up to 10 miles away. It knows their hit points and their general direction they’re in, but not their exact location.
Incorporeal Movement. The spirit can move through other creatures or objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends it’s turn inside of a object.
Spectral Blade. Melee Spell Attack: + 4 to each hit, reach 5 ft, one target. Hit: 16 (3d6 + 2) necrotic damage.
Spirit Arrow. Ranged Spell Attack: + 4 to hit, range 120 ft, one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the spirit and hat can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 d 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened conditioning it’s self on a success. If a targets saving throw is successful or the effect ends for it, the target is immune to this spirit’s Horrifying Visage for the next 24 hours. The aging can be reversed with greater restoration spell, but only within 24 hours of it occurring.
Spirit Guard. When an allied creature that the spirit can see within 30 feet of it is attacked but before the attack is rolled, the spirit can teleport to an unoccupied space within 5 feet of the allied creature. Until the end of the spirit’s next turn, any attack against the allied creature (including the trigger attack) suffer disadvantage as long as the spirit is within 5 feet of the allied creature.
Description
I once encountered a family claiming a 50,000-year lineage. I didn’t believe it of course, until the family spirit met with me that night. By their garb I could tell that they were indeed quite ancient. The protection of these spirits must be how the clan survived through so many political upheaval.
- Archwizard Ergosa
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