AARG Raskia

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Spirit Knight

Medium Undead (Incorporial)

Hit Dice: 8d12 (52 hp)
Initiative: +4 (Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 17 (+4 Dex, +3 deflection)
Base Attack/Grapple: +4/+4
Attack: Incorporeal touch +5 melee (1d8 plus fear)
Full Attack: Incorporeal touch +5 melee (1d8 plus fear)
Space/Reach: 5 ft./5 ft.
Special Attacks: Undead, incorporeal, +4 turn resistance
Special Qualities: Fear touch, spell-like abilities
Saves: Fort +2, Ref +6, Will +8
Abilities: Str ­, Dex 18, Con ­, Int 12, Wis 14, Cha 16
Skills: Hide +8, Intimidate +10, Listen +8, Spellcraft +7, Spot +8, Wilderness Lore +9
Feats: Blind-Fight, Combat Reflexes, Track, Weapon Focus (touch)

Environment: Any land
Organization: Solitary or squad (2-5)
Challenge Rating: 9
Treasure: None
Alignment: Any chaotic
Advancement: 9-16 HD (Medium)
Level Adjustment: -

These ghostly warriors are remnants of ancient long-dead civilizations, risen from the grave to avenge atrocities committed on their people by torturing and destroying distant descendants of the guilty. Appearing as gaunt, pale, translucent blue knights, the spirit knights are (according to Ethylis, anyhow) manifestations of elvish vengeance against their human aggressors.

Though usually seen only in the presence of Ethylis, and apparently obeying his bidding, a few unrelated sightings have occurred over the years. These knights, with their strange powers over the natural world, are sometimes seen flitting about betwixt trees in haunted woods or near areas once thought to be ancient elvish strongholds.

Spirit knights speak Ancient Raskim and Elvish.

Combat

Fearless in combat, a spirit knight will pick its targets with great precision. They will attack, first and formost, Geirlish opponents, followed by Russks and other humans. Others tend to be ignored unless the spirit knight is provoked through taunting or attacks. It has been reported that speaking Ancient Raskim in a spirit knight's presence seems to anger it greatly.

When set on an opponent's trail, a spirit knight is notoriously difficult to shake. Using their detect thoughts ability and tracking skills, they have been known to tirelessly hunt a target for days on end without rest.

A spirit knight attacks with its ghostly blue longsword. This acts as an incorporeal touch attack. Upon death, a spirit knight dissolves into a pile of bluish-silver sparkling sand, which could probably be used as some sort of interesting magical component.

   Fear Touch (Su): On a successful touch attack, a spirit knight can instill supernatural fear in its target. The target must make a successful Will save (DC 17) or be affected by a fear spell.
   Spell-Like Abilities (Sp): At will - dancing lights, faerie fire, pyrotechnics, entangle, and detect thoughts. These abilities are as spells cast by a 10th level druid (save DC 12 + spell level).
   Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
   Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from any corporeal source. Can pass through solid objects at will, and its own attacks pass through armor. Always moves silently.

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