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<blockquote data-quote="Echohawk" data-source="post: 3973598" data-attributes="member: 9849"><p>Avenging Spirit</p><p></p><p>CLIMATE/TERRAIN: Crystal Springs</p><p>FREQUENCY: unique</p><p>ORGANIZATION: single</p><p>ACTIVITY CYCLE: hour of death (dusk)</p><p>INTELLIGENCE: high</p><p>TREASURE: Z</p><p>ALIGNMENT: Lawful Good</p><p>ARMOR CLASS: 0</p><p>MOVEMENT: 6, fly 12</p><p>HIT DICE: 10</p><p>THAC0: 14</p><p>NO. OF ATTACKS: 1 [Editor's note: No damage listed!]</p><p>SPECIAL ATTACKS: confusion, fear</p><p>SPECIAL DEFENSES: invisibility</p><p>SIZE: M (same as human 2 form)</p><p>MORALE: average</p><p>XP VALUE: 1,400</p><p></p><p>Avenging spirits are said to be the souls of murder victims whose assailants went unpunished in life. They are bound to a particular place, generally close to where they died. They may appear as far as a mile or two from the scene of their deaths for brief periods (a few minutes), but they can attack only when within 100 yards of their place of death.</p><p>As an avenging spirit, Sunshine's "duties" are two: to protect her family, and to avenge her own death (the town boys are now in their mid-20's). Ilmater has granted Sunshine an array of priest spells. With non-threatening strangers, she is likely to appear as a cascade of blonde hair, a disembodied voice singing sad, sweet songs, or occasionally as a swallow or kid goat. She will tease mortals with cantrips and use them with invisibility, ventriloquism, or entangle to have fun bedeviling them.</p><p></p><p><strong>Combat</strong>: The avenging spirit will kill its enemies to have revenge or to protect its family. Its preferred method of destruction is the waterspout.</p><p>The avenging spirit will appear in one or more of her forms to help strangers in need. She will use ESP and detect lie to determine the alignment and friendliness of any she meets.</p><p>Anyone encountering an avenging spirit must make a saving throw vs spell or flee in terror for 2d12 rounds before recovering. There is a 50% chance that a fleeing victim will drop whatever he or she carries.</p><p>An avenging spirit is struck only by blessed or magical weapons. A priest may turn an avenging spirit as a specter.</p><p></p><p><strong>Ecology</strong>: Avenging spirits do not eat, drink, nor breathe. They are undead.</p><p></p><p><strong>Spells</strong>: <em>animal friendship, entangle, speak with animals, heat metal, charm person, continual light, plant growth, detect lie, call woodland creatures, raise/lower water, control winds</em> (specifically a waterspout, winds 55-72 mph), <em>magic font, confusion, sunray, stonebirds</em>*</p><p></p><p>* new spell</p><p></p><p><strong>Stonebirds</strong>: (Alteration)</p><p></p><p>Level: 3rd</p><p>Range: special</p><p>Components: V, S</p><p>Duration: special,</p><p>Casting Time: 4</p><p>Area of Effect: 2d10 birds</p><p>Saving throw: none</p><p></p><p>When cast, this spell summons 2d10 birds, which are transformed into living stone. The birds are under the control of the caster and retain all of their avian abilities. Each stone bird is treated as a 1 HD creature with a THAC0 of 19. A stone bird has four hit points and inflicts 1d4 points of damage with each successful packing attack.</p><p>Stone birds can be directed to fly into a target. If the bird successfully strikes a target, it inflicts 2d8 points of damage and dies.</p><p>Birds remain in their stone form for 10 minutes per level of the caster, or until they are killed. At the end of the spell's duration, the birds are no longer under the caster's control.</p><p></p><p>From "The Living City: The Swineherd's House" by Terence Kemper; Polyhedron #91</p></blockquote><p></p>
[QUOTE="Echohawk, post: 3973598, member: 9849"] Avenging Spirit CLIMATE/TERRAIN: Crystal Springs FREQUENCY: unique ORGANIZATION: single ACTIVITY CYCLE: hour of death (dusk) INTELLIGENCE: high TREASURE: Z ALIGNMENT: Lawful Good ARMOR CLASS: 0 MOVEMENT: 6, fly 12 HIT DICE: 10 THAC0: 14 NO. OF ATTACKS: 1 [Editor's note: No damage listed!] SPECIAL ATTACKS: confusion, fear SPECIAL DEFENSES: invisibility SIZE: M (same as human 2 form) MORALE: average XP VALUE: 1,400 Avenging spirits are said to be the souls of murder victims whose assailants went unpunished in life. They are bound to a particular place, generally close to where they died. They may appear as far as a mile or two from the scene of their deaths for brief periods (a few minutes), but they can attack only when within 100 yards of their place of death. As an avenging spirit, Sunshine's "duties" are two: to protect her family, and to avenge her own death (the town boys are now in their mid-20's). Ilmater has granted Sunshine an array of priest spells. With non-threatening strangers, she is likely to appear as a cascade of blonde hair, a disembodied voice singing sad, sweet songs, or occasionally as a swallow or kid goat. She will tease mortals with cantrips and use them with invisibility, ventriloquism, or entangle to have fun bedeviling them. [b]Combat[/b]: The avenging spirit will kill its enemies to have revenge or to protect its family. Its preferred method of destruction is the waterspout. The avenging spirit will appear in one or more of her forms to help strangers in need. She will use ESP and detect lie to determine the alignment and friendliness of any she meets. Anyone encountering an avenging spirit must make a saving throw vs spell or flee in terror for 2d12 rounds before recovering. There is a 50% chance that a fleeing victim will drop whatever he or she carries. An avenging spirit is struck only by blessed or magical weapons. A priest may turn an avenging spirit as a specter. [b]Ecology[/b]: Avenging spirits do not eat, drink, nor breathe. They are undead. [b]Spells[/b]: [i]animal friendship, entangle, speak with animals, heat metal, charm person, continual light, plant growth, detect lie, call woodland creatures, raise/lower water, control winds[/i] (specifically a waterspout, winds 55-72 mph), [i]magic font, confusion, sunray, stonebirds[/i]* * new spell [b]Stonebirds[/b]: (Alteration) Level: 3rd Range: special Components: V, S Duration: special, Casting Time: 4 Area of Effect: 2d10 birds Saving throw: none When cast, this spell summons 2d10 birds, which are transformed into living stone. The birds are under the control of the caster and retain all of their avian abilities. Each stone bird is treated as a 1 HD creature with a THAC0 of 19. A stone bird has four hit points and inflicts 1d4 points of damage with each successful packing attack. Stone birds can be directed to fly into a target. If the bird successfully strikes a target, it inflicts 2d8 points of damage and dies. Birds remain in their stone form for 10 minutes per level of the caster, or until they are killed. At the end of the spell's duration, the birds are no longer under the caster's control. From "The Living City: The Swineherd's House" by Terence Kemper; Polyhedron #91 [/QUOTE]
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