Ancestor Spirit
Ancestor Spirit
Medium undead, any alignment
Armor Class 11 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison, necrotic (if evil), radiant (if good), psychic (if neutral) Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP)
Ethereal Sight. The Ancestor Spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Ancestor 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 object. Interacting with physical objects costs half their movement.
ACTIONS Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 17 (4d6) radiant (if good) or necrotic (if evil) or psychic (if neutral) damage +3 force damage.
Etherealness. The Ancestor Spirit spends half their movement and enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Anyone they are grappled with or touching when they move across goes across the barrier with them.
Horrifying Visage. As an action, each non-undead creature within 60 feet of the Ancestor Spirit of its choice that 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 gains 1 indefinite madness. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ancestor Spirit's Horrifying Visage for the next 24 hours. The madness effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring, otherwise nothing short of a wish or healing by a god or archfey could repair the madness in their mind.
Possession (Recharge 6). As a bonus action, one humanoid that the Ancestor Spirit can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the Ancestor Spirit; the Ancestor Spirit then disappears, and the target is incapacitated and loses control of its body. The Ancestor Spirit now controls the body but doesn't deprive the target of awareness. The Ancestor 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. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Ancestor Spirit ends it as a bonus action, or the Ancestor Spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Ancestor Spirit reappears in an unoccupied space within 5 feet of the body. The target is immune to this Ancestor Spirit's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The Ancestor Spirit may use their Etherealness feature while it has possessed a creature, taking them both across the ethereal barrier.
An Ancestor Spirit is the soul of a once-living creature, returned to the material plane to protect its family for one reason or another.
Unfinished Business. An Ancestor Spirit yearns to help it’s family line. Others are driven by wickedness or spite, as with an Ancestor Spirit that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of an Ancestor Spirit is to successfully cast banishment. An Ancestor Spirit can be destroyed more easily by invoking a weakness tied to its former life. The Ancestor Spirit of a person tortured to death might be killed again by the implements of that torture. The Ancestor Spirit of a gardener might become more vulnerable when exposed to a potent floral fragrance.
Undead Nature. An Ancestor Spirit doesn't require air, food, drink, or sleep.
Armor Class 11 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison, necrotic (if evil), radiant (if good), psychic (if neutral) Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP)
Ethereal Sight. The Ancestor Spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Ancestor 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 object. Interacting with physical objects costs half their movement.
ACTIONS Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 17 (4d6) radiant (if good) or necrotic (if evil) or psychic (if neutral) damage +3 force damage.
Etherealness. The Ancestor Spirit spends half their movement and enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Anyone they are grappled with or touching when they move across goes across the barrier with them.
Horrifying Visage. As an action, each non-undead creature within 60 feet of the Ancestor Spirit of its choice that 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 gains 1 indefinite madness. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ancestor Spirit's Horrifying Visage for the next 24 hours. The madness effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring, otherwise nothing short of a wish or healing by a god or archfey could repair the madness in their mind.
Possession (Recharge 6). As a bonus action, one humanoid that the Ancestor Spirit can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the Ancestor Spirit; the Ancestor Spirit then disappears, and the target is incapacitated and loses control of its body. The Ancestor Spirit now controls the body but doesn't deprive the target of awareness. The Ancestor 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. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Ancestor Spirit ends it as a bonus action, or the Ancestor Spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Ancestor Spirit reappears in an unoccupied space within 5 feet of the body. The target is immune to this Ancestor Spirit's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The Ancestor Spirit may use their Etherealness feature while it has possessed a creature, taking them both across the ethereal barrier.
An Ancestor Spirit is the soul of a once-living creature, returned to the material plane to protect its family for one reason or another.
Unfinished Business. An Ancestor Spirit yearns to help it’s family line. Others are driven by wickedness or spite, as with an Ancestor Spirit that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of an Ancestor Spirit is to successfully cast banishment. An Ancestor Spirit can be destroyed more easily by invoking a weakness tied to its former life. The Ancestor Spirit of a person tortured to death might be killed again by the implements of that torture. The Ancestor Spirit of a gardener might become more vulnerable when exposed to a potent floral fragrance.
Undead Nature. An Ancestor Spirit doesn't require air, food, drink, or sleep.
Remove these ads. Join the Worldbuilders Guild
Comments