Spirits

Cloaked Rider

Medium sentient evil humanoid spirit (9d6)
STR 0 (0d6) AGI 21 (6d6) END 15 (5d6)INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6) CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)MAG 10 (4d6)
🅐 Fear aura. Cloaked riders have an aura of chilling fear which radiates from them to a distance of 40' in all directions. Those who begin their turn in the aura suffer a 5d6 mental attack or are made Afraid. The aura also automatically inflicts 1d6 cold damage to all creatures within 5' of the cloaked rider.
MELEE DEFENCE 36RANGED DEFENCE 27MENTAL DEFENCE 18VITAL DEFENCE 27
HEALTH 54SOAK 9 (incorporeal); VULN holy, fireIMMUNE all physical conditions
INITIATIVE 9d6PERCEPTION 7d6 superior darksight, lifesenseSPEED 9; CLIMB 5; JUMP 42'/0'CARRY 150lb (max lift 0lb)
REACH 5-ftACTIONS 2
🅜 Mastercraft longsword 9d6 melee (5d6 slashing/necrotic damage)🅜 Icy touch 5d6 melee (3d6 cold damage)                          Skills  riding 6 (3d6), tracking 10 (4d6), history 3 (2d6), hardy 3 (2d6), tactics 6 (3d6), swords8 (3d6), compulsion* 3 (2d6), divination* 3 (2d6), hardy 10 (4d6)Gear mastercraft longsword                                    

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            Invisible.  Cloaked riders are naturally invisible. They typically cover themselves with dark robes which gives them form, but if they shed those robes they cannot be seen unless magical means or truesight are employed.
Wailing sickness. Those who suffer a critical hit from a cloaked rider's weapon contract wailing sickness.
Incorporeal. Like all spirits, cloaked riders are incorporeal. They are immune to physical attacks (except those which do holy or fire damage).
Eternal. Spirits cannot be killed; reducing them to 0 HEALTH simply disperses them for one day. To be destroyed a spirit must be permanently banished.

Reaper


Medium evil super-sentient spirit (10d6)
STR - AGI 21 (6d6) END 15 (5d6)INT 21 (6d6) LOG 21 (6d6) WIL 15 (5d6) CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6)MAG 10 (4d6)
MELEE DEFENCE 40RANGED DEFENCE 30MENTAL DEFENCE 20VITAL DEFENCE 30
HEALTH 60SOAK 10 (incorporeal); VULN noneIMMUNE all physical damage and conditions
INITIATIVE 10d6PERCEPTION 8d6 superior darksight, lifesense, truesightFLY+ 10; CLIMB-; JUMP -CARRY -
REACH 5-ftACTIONS 2
🅥 Scythe 10d6 vital (5d6 slashing damage)
Skills hardy 15 (5d6), perception 6 (3d6), reactions 15 (5d6), stealth 12 (4d6)Gear scythe

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Deadly scythe. The reaper's deadly scythe deals its full damage to all living creatures, regardless of SOAK or any immunities, with no exception. Any creature reduced to zero HEALTH by the reaper's scythe is killed instantly, with no chance of recovery.
Incorporeal. Reapers are immune to all physical damage and conditions except those which do holy damage.
Only the living. The reaper cannot harm undead, spirits, or demons.

Ghost

Medium evil sentient humanoid spirit (7d6)
STR 0 (0d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6) CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)MAG 21 (6d6)
🅐 Chill aura. Ghosts have a chill aura that can be felt out to 60'. Within 10' the aura causes 1d6 cold damage to any who begin their turn in it
MELEE DEFENCE 14RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 14
HEALTH 21SOAK 4 (incorporeal); VULN noneIMMUNE all physical conditions
INITIATIVE 7d6PERCEPTION 7d6 superior darksight, lifesenseSPEED 7; CLIMB 4; JUMP 20'/0'CARRY 60lb (max lift 0lb)
REACH 5-ftACTIONS 2
🅜 Icy Touch 4d6 melee (2d6+0 damage)🅡 Telekinesis 6d6 ranged (3d6 damage; range 11)🅞 Unearthly Keen 7d6 mental (4d6+4 damage; afraid)
Skills combat 10 (4d6), perception 3 (2d6), movement 28 (7d6), tactics/reactions 3 (2d6), social skill 4 (2d6), magical skill 1 (1d6)

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Banishment. Like most spirits (see spirit traits for more details), ghosts are extrmeeml hard to damage; and even when dispersed, they return the following day. However, every ghost has unfinished business - a task which, if fulfilled, permanently destroys the ghost. That task can be something trivial, or it might be almost impossible, but the task always exists..
Telekinesis. A ghost's telekinesis attack allows it to fling nearby objects at its foes.
Unearthly keen.  A ghost can emit an unearthly wailing keen which makes a mental atack against all living creatures who can hear it. Those successfully hit by the attack are made Afraid. For each victim successfully attacked in this way, the ghost recovers 1d6 HEALTH.
Incorporeal. Ghosts are immune to all physical damage and conditions except those which do holy damage.

Living Nightmare


Medium super-sentient evil spirit (8d6)
STR 0 (0d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6) CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)MAG 28 (7d6)
🅐 Unsettling aura. A living nightmare is unpleasant to look upon, even when it appears to be an entirely normal creature. Living creatures must make a Difficult [16] WIL check upon first seeing the living nightmare or be rendered Afraid. This condition can be shaken off as normal.
MELEE DEFENCE 16RANGED DEFENCE 24MENTAL DEFENCE 32VITAL DEFENCE 16
HEALTH 24SOAK 4 (incorporeal); VULN noneIMMUNE all physical conditions
INITIATIVE 8d6PERCEPTION 8d6 superior darksight, lifesenseSPEED 8; CLIMB 4; JUMP 20'/0'CARRY 60lb (max lift 0lb)
REACH 5-ftACTIONS 2
🅜 Incorporeal Touch 4d6 (2d6 psychic damage)🅞 Mental Attacks (see below) 8d6 (special)
Skills bluffing 10 (4d6), intimidation 10 (4d6), stealth 10 (4d6), insight 10 (4d6), perception 8 (3d6), conviction 10 (4d6), reactions 6 (3d6), dodging 10 (4d6)Gear -

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Incorporeal. A living nightmare is immune to physical attacks which do not do psionic, light, or holy damage.
Telepathy. Living nightmares communicate via telepathy; this ability is independent of language and can be used to converse with any creature it can see.
Assume Nightmare. A living nightmare embodies one of the below emotions.  In addition to any specific effects of that transformation, assuming a nightmare transforms the living nightmare into a new form related to that emotion.
Anger. Mocking Gaze. The target is rendered enraged on a successful  mental attack.
Dread. Dread Visage. Any who can see the living nightmare immediately becomes nervous. Each round they begin within 30 feet of the living nightmare they must also make a Difficult [16] WIL check or become Afraid.
Greed. Covetous Glance. As a single action, a living nightmare can look longingly at two targets, making a mental attack against the target with the lowest MENTAL DEFENSE. If successful, the does not treat the second target as an ally for one minute, and cannot benefit from or provide bonuses such as flanking from them.
Shame. Secret Shame. As a free action, a living nightmare can cause a target within 30 feet to focus momentarily on their deepest shame. The living nightmare makes a mental attack, and if successful the target is rendered Dazed.
Assume Shape. A living nightmare can assume any form it chooses, though this form always remains medium-sized, even if the creature or object it appears as would be larger or smaller. No matter what form it assumes, the change is entirely cosmetic and has no effect on the living nightmare’s statistics. For instance, if the living nightmare were to assume the form of a dragon, it would not gain any extra attacks or a breath weapon, and it would appear as a medium-sized dragon.
Deep Slumber. A living nightmare renders one target severely Sleeping, or all targets within 30' Sleeping, with a mental attack. The sleep is fitful and full of nightmares. This condition can be shaken off as normal.