Spirit (Obojima)

Obojima: Tales from the Tall Grass p. 320 (Third Party)

Size
Medium
Type
spirit
Alignment
Any Neutral or Good Alignment
AC
10
Hit Points
16 (3d8+3)
Speed
walk 30 ft. (0 ft., flying 30 ft. in flying form)
Skills
Arcana +2
Passive Perception
11
Languages
Common, Torum
Challenge
1/8
Lineage
Spirit (Obojima)
STR
10
+0
DEX
10
+0
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
12
+1

Traits

Proficiency Bonus

+2

Actions

Smack

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage.

Other data

description

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.