Incorporeal. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an unwilling creature or an object, unless that object is a mechanical device such as armor or a vehicle. If it ends its turn inside a willing creature, the spirit can synchronize its movement with the creature and move where it goes without using its own movement, as well as observe the environment through the creature's senses and skillset. If it is occupying an object or willing creature, the spirit can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. The occupation lasts until the object or creature drops to 0 hit points, the spirit ends it (no action required), or the spirit is turned or forced out by an effect like the dispel evil and good spell. When the occupation ends, the spirit reappears in an unoccupied space within 5 feet of the body.
Diagnostic Sensorium. If the spirit occupies the same space as a mechanical device (such as an armor or a vehicle) or a construct (such as an autognome or warforged), the spirit can use a Wisdom (Perception) or Intelligence (Arcana) check to assess its overall condition, unless that condition is protected from divination magic.
Noncombatant. The spirit cannot attack or use the Attack action in its own right, but can make other actions, including activating magical items. If it occupies a spelljamming helm and no Spelljammer pilot is currently attuned, it may utilize the same attacks and actions that a corporeal Spelljammer pilot would be able to perform using the vehicle.
Telepathic. The spirit can speak telepathically to any creature it can see within 60 feet of it. The spirit's telepathic utterances are in a language it knows, and the creature understands it only if it knows that language. The spirit's communication doesn't give the creature the ability to respond telepathically. The spirit can cast the Detect Thoughts spell, requiring no spell slot or components, and it must finish a long rest before it can cast the spell this way again. The spirit's spellcasting ability for the spell is Intelligence.
Datajock. The spirit is considered to have Expertise in any ability check involving Charisma, Intelligence, or Wisdom. If it makes an Initiative roll, it uses its Intelligence modifier for this ability check instead of Dexterity.
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