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Spirit of Vengeance

Shadowy armored warrior formed of mists and blue flame, seeking vengeance for grave betrayal

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class20 (m)
Hit Dice10** (+9)
Number Appearing1
Attacks1 weapon plus energy drain
Damage1d10+3 plus energy
Movement20'
Save AsFighter: 10
Morale12
XP1480
Treasure TypeWeapon + 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

Aura of Fear: At first sight, all living creatures of 4 HD or less must save vs. Death Ray or become fearful of the spirit of vengeance, fleeing at maximum speed for 1d4+1 rounds.
Energy Drain: Successful attacks made by the spirit cause an energy drain. Half of the hit points lost by the victim due to the negative level are added to the hit point total of the spirit of vengeance.
Magical Weapon:

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

Undead: May be Turned as a ghost by a Cleric of appropriate level. Immune to sleep, charm, and hold magic.
Reformation: 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.
Permanent Destruction: 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.