Spirit of Vengeance
Shadowy armored warrior formed of mists and blue flame, seeking vengeance for grave betrayal
Basic Fantasy Field Guide Omnibus
| Armor Class | 20 (m) |
|---|---|
| Hit Dice | 10** (+9) |
| Number Appearing | 1 |
| Attacks | 1 weapon plus energy drain |
| Damage | 1d10+3 plus energy |
| Movement | 20' |
| Save As | Fighter: 10 |
| Morale | 12 |
| XP | 1480 |
| Treasure Type | Weapon + 3, 2 red diamonds worth 1d10×100 pp each |
Shadowy mists coalesce into the imposing figure of an armored warrior wielding a two-handed weapon, known as a Spirit of Vengeance, by the outline of blue fire and eyes of sanguine diamonds. Swirling vapors enhance specific details of its terrible visage to maximize an aura of fear on all those who gaze upon the spirit, particularly the object of its retribution. Even when unseen, the living suffer from an unexplained notion of dread when the spirit is near, sometimes correlated with an evil turn of the weather.
A spirit of vengeance rises in response to a grave betrayal to relentlessly pursue the traitor in order to balance the scales of justice. As such, the spirit may appear as the victim of betrayal, seeking to deliver the same crime upon the criminal. When its target has suffered in like manner, the spirit rests, leaving the mortal realm completely, leaving nothing behind but a bad memory.
Being undead, a spirit of vengeance may be Turned as a ghost by a Cleric of appropriate level, or it may be reduced to zero hit points through battle. If defeated in combat, the dark mists extinguish the blue flames and dissipate into the air, but the spirit’s weapon remains as do its two eyes, glowing red diamonds of considerable value. So long as its vengeance is unsatisfied, the spirit rises again with the new moon to reclaim its eyes and weapon, after which it resumes the pursuit of its quarry. To permanently destroy a spirit of vengeance, it must be lured to consecrated ground, doused in holy water, and defeated in battle under a full moon.
Special Abilities
The spirit’s weapon will always require two hands and bear a +3 enchantment. Use the following table to determine the type randomly:
1d10 | Weapon 1-5 | great axe +3 6-7 | two-handed sword +3 8 | maul +3 9-10 | halberd +3 or similar polearm