Pest Spirit

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

Tamaño
Diminuto
Tipo
spirit
Alineamiento
sin alineamiento
CA
11
Puntos de golpe
10 (4d4)
Velocidad
walk 20 ft. (0 ft., flying 20 ft. in flying form)
Percepción pasiva
10
Idiomas
Torum
Desafío
0
Linaje
Spirit (Obojima)
FUE
3
−4
DES
12
+1
CON
11
+0
INT
10
+0
SAB
10
+0
CAR
12
+1

Rasgos

Proficiency Bonus

+2

Distracting Maneuver

When the Pest Spirit takes the Dash action, it doesn't provoke opportunity attacks until the end of its turn.

Hard to Catch

The Pest Spirit has advantage on ability checks and saving throws against grapples and other effects that would impede its movement.

Acciones

Frustration

The Pest Spirit interacts with a creature within 5 feet of it. The target must succeed on a DC 10 Wisdom saving throw or the spirit gains inspiration.

Otros datos

description

Pest spirits are usually the least intelligent of the spirits and are considered even by spirits as an unfortunate irritation to tolerate. Pest spirits are usually obsessed with a singular thing-gobbling sugary treats, tying things in knots, and your general compulsive thievery. They are normally innocent creatures without malice aforethought, simply compelled to do whatever it is that brings displeasure and annoyance to the rest of the island.

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.