Ethereal Sight: The spirit can see 60ft into the Ethereal Plane when it is on the Material Plane, and Vice Versa.
Incorporeal Movement: The spirit can move through other creatures and objects as if they were difficult terrain. It takes (1d10) force damage if it ends its turn inside an object.
Improved Pack Tactics: The spirits gain advantage on attack rolls if an ally is within 10 feet of the target.
Weapons of Virtue: The spirits spawn with a +1 weapon of their choice from the following list: Longsword, Longbow, Greatsword, Mace, Spear, Battleaxe
Spellcasting. The Standard Battalion Spirit is considered a martial guardian and only has a form of shocking grasp which they can apply to their melee and ranged attacks. When the spirit is conjured the controlling character must declare the type of damage they do with this ability.
If the spirit conjured was at one time a Player Character then they are considered 9th level spellcaster. Its spellcasting ability is equal to that of the wizard who conjured them. (spell save DC #, +# to hit with spell attacks). The Battalion Spirit has 4 spell slots of 4th level and may choose from the list below.
1st level: Witchbolt, Ice Knife, Inflict wounds, Healing Word
2nd Level: Melf's Acid Arrow, Flame Blade, Dragon's Breath
3rd Level: Thunderstep, Fireball
4th Level: Elemental Bane
Etherealness: The spirit enters the Ethereal Plane from the Material Plane or vice versa.
Action Melee Attack. Melee Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack: Melee Weapon Attack: +# to hit, range #/#ft., # target. Hit : # (#d# + #) [damage type] damage
Reaction Name. Enter the description for your action.
Description
Enter a general description for your monster here.
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