Animalistic Spirit

Obojima: Tales from the Tall Grass p. 323 (Third Party)

Size
Medium
Type
spirit
Alignment
unaligned
AC
15 (natural armor)
Hit Points
39 (6d8+12)
Speed
walk 40 ft.
Skills
Intimidation +1, Perception +3, Stealth +4
Passive Perception
13
Languages
Common, Torum
Challenge
1
Lineage
Spirit (Obojima)
STR
15
+2
DEX
15
+2
CON
15
+2
INT
7
−2
WIS
12
+1
CHA
9
−1

Traits

Proficiency Bonus

+2

Promising Threat

The bestial spirit has advantage on Charisma (Intimidation) checks if the target has seen it hit a creature with its Chomp attack in the past minute.

Actions

Chomp

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Devour

When the bestial spirit reduces a creature to 0 hit points, it consumes some of the creature's essence, regaining 1d10 hit points.

Other data

description

Animalistic spirits are often far removed from society, taking comfort and respite with the wild animals of the island rather than the people. They can take many forms, but they almost always look like some version of a beastial creature. These spirits, unlike normal spirits, are less evolved and desire simpler lives. Because of this, they're seen by Obojimans (including other spirits) as lesser beings, more akin to the animals they commune with.

Spirit: Spirits are beings that have their origins in the Spirit Realm but they can be found living all across Obojima and they are as much a part of Obojiman society as all the other beings who live there whether human, elf, Nakudama, or dara.

From the Formless, Many Forms: Spirits by their nature are immaterial but when in the Physical Realm, they take on material form to be as solid as anyone else. Many spirits look one way when in the Physical realm and look wholly different when they return to the Spirit Realm. When they take on a physical form, they usually mimic or incorporate some shape or characteristics of plants, animals, or minerals. A spirit may take on the form of a radish or a cat or a stone, but they can be of any size and coloration that the spirit chooses. Spirits seem to choose their form and stay happy with it but there are cases where a spirit may transform its shape or metamorphose into another form, when this happens, it is usually a result of some magical evolution, the removal of a curse, or the movement from one realm to the other.

Here is a list of abilities a Spirit can have: Some of these abilities may have an impact on the Spirit's Challenge Rating.

  • Commune with Animals. The Spirit can communicate with beasts as if they shared a language.
  • Ethereal Sight. The Spirit can see 60 feet into the Spirit Realm (Ethereal Plane) when it is on the Physical Realm, and vice versa.
  • Incorporeal Movement. The 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.
  • Invisible. The Spirit is always Invisible.
  • Magical. The Spirit knows two cantrips and one 1st-level spell, which it can cast at will.
  • Ocular Prowess. The Spirit has Truesight out to a range of 30 feet.
  • Shift. The Spirit can enter the Spirit Realm (Ethereal Plane) from the Physical Realm, or vice versa.
  • Action: Spectral Pass. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 14 (4d8) force or necrotic damage.