Small, mostly benign beings of the natural world, these animus spirits inhabit objects and plants- some are the spirit of a specific bush, others the sparkle on the water as it reaches a river bend, while others inhabit particular rocks or gardens. These animus spirits go about their time generally unnoticed and ignorant of humanoids and their actions, unless these actions cause harm to the natural world. Some clerical or druidic traditions acknowledge and entreat these spirits, which may grant boons or or bring down their wrath upon intruders.
SWARM OF ANIMUS SPIRITS Medium swarm of Tiny fey, unaligned Armour Class 12 (natural armour) Hit Points 22 (5d8) Speed 20ft. Str 8 (-1); Dex 12 (+1); Con 10 (+0); Int 4 (-3); Wis 15 (+2); Cha 3 (-4) Proficiency bonus +2 Skills Nature +1 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses truesight 20ft., passive Perception 12 Languages - Challenge 1 (200 XP) Naturally Invisible. The swarm is naturally invisible. As a bonus action during its turn, the swarm can choose to become visible, appearing as a variety of oddly-shaped luminous beings about a foot high. The swarm does not become visible when it uses its spirit curse ability, but does when it attacks. Spirit Beings. The swarm of animus spirits is affected by Turn Undead and spell effects as if it were an undead creature. The swarm of animus spirits cannot enter grounds consecrated to a deity. In addition, the swarm doesn't need to eat, drink, or breathe. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. ACTIONS Devour. Melee Weapon Attack: +4 to hit, reach 0ft., one creature in the swarm's space. Hit: 3 (1d6) psychic damage. Spirit Curse. The swarm casts casts bane (Charisma saving throw DC 6) on up to three hostile creatures within 60ft. A creature that fails its saving throw gains vulnerability to psychic damage for the duration of the effect.
Jim
12/9/2022 01:01:09 pm
Hey just wanted to say this is an awesome collection of content you have built up, and is a great resource for DMs. Thanks! Comments are closed.
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