SPIRIT OF WRATH 2 (6)

The Strange

Call to the dead with blood and sacrifice. They shall gush from the unhallowed earth as a dark wave of mingled rage and pain. —Third Gospel of Lotan

When a spirit of a dead creature fails to find its way to the Night Vault, escapes the same, or is summoned forth by a necromancer, it may become a bodiless spirit of rage and loss: a spirit of wrath (commonly shortened to wrath). A wrath appears as a shadowy or misty figure that can resemble the humanoid figure it once was, though spirits of wrath tend to swarm together, making it difficult to distinguish them from each other.

Wraths are often mindless, consumed by their condition. But on occasion, a wrath not too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wrath may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes without physical substance to renew it, and it becomes an almost mindless monster of destruction.

Motive: Destruction

Environment (Ardeyn | Magic): Almost anywhere, singly or in groups of six to ten

Health 6

Damage Inflicted: Minor wound (3 points)

Armor: 1

Movement: Short while flying

Modifications: Stealth as level 5.

Combat: A spirit of wrath can become fully insubstantial. After it does so, the creature can't change state again until its next turn. While insubstantial, it can't affect or be affected by anything (except for spiritslaying weapons and attacks), and it can pass through solid matter without hindrance, but even simple magical wards can keep it at bay.

While partly insubstantial (its normal state), a wrath can affect and be affected by others normally. A wrath attacks with its touch, which rots flesh and drains life.

A group of five wraths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature dealing 5 points of damage.

Interaction: Most wraths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and they may even negotiate. Any alliance with a wrath is usually short-lived, since the creature eventually forgets itself and descends fully into rage and the desire to spread destruction.

Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard (or if in the Queendom, a section of the Path of the Dead). Even if all the wraths are slain, another swarm appears in the location within a week. Somewhere nearby, a necromancer is active.

GM Intrusion: The wrath screams out the words of a necromantic summoning spell, summoning 1d6 more wraths.