The Wraith of Nature
THE WRAITH OF NATURE by Reagren Wright
No one is exactly sure what are the the Wraiths of Nature. Some claim they are powerful
greater nature spirits/elementals that appear to exact revenge on the despoilers of natures.
They also serve as protectors of forests, fields, mountains, and the animals that live in
them. Regardless if its mortal or supernatural, those who lose respect and appreciation for ]
nature and animals, and deliberately hurt and destoy animals and wildlife, cause these angry
spirits to appear who demands retribution. There is no reasoning or bargining with these
beings, unless one can find an emissory for the spirit will communicate with, and even then
there is no guarentee on surviving.
Wraiths of Nature have more in common with major elementals and Will-O-The Wisps, then
they do wih spirits and entities. They are completely distant from mortals with their own
high standards for (and view of) natural life and the order of things. They have a ravenous
hatred for machiens and technology, destroying tools (especially metal ones) on sight (axes,
saws, animal traps, wagons/carriages, means to make fire, etc). Nevertheless these same
spirits do not have a outright hatred for mortal life, for they view mortals as apart of nature
if they choose to live in harmony within in it. That is why Druids, Were-Shaman, and
Beastsmasters are the only mortals it will have a conversation with and can serve as an
emissory for other mortals. Warlocks will be spoken too, but whatever they have to say will
be dismissed for the warlock can only speak on behalf of the elements, while nature is a
combination of all five (earth, water, fire, air, and spirit). Wraiths of Nature looked upon
them as primivites or immature children. However, mortals who do not seek to subvert or
make nature yield to their demands, but live within in and harmony (enjoy the bounty it
provides) then these sprits will regard them as under its protection, defending the person
as if they were a tree or a helpless fawn.
Wraiths of Nature have a paticular dislike for industrial racial characters class (dwarves,
orcs, kobolds, and goblins) who don’t think twice about cutting down a forest in order to
make metal, machines, and technology, dig holes in the ground, or they are reckless with
fire (can use for warmth/cooking nothing else). Likewise, the racial characters who are more
in harmony harmony with nature (jungle people, forest/wood elves, kankoran) are treated
with what could be described as compassion, but make not mistake about it, only an
emissary from them will be spoken too.
Alignment: Aberrant
The Eight Attributes: I.Q. 3D6+5, M.E. 3D6+4, M.A. 3D6+6, P.S.: 3D6+20 (supernatural), P.P. 2D6+10, P.E. n/a, Spd. 6D6+60 (always the same after the initial determination of the very first Gestalt body), and P.B. 1D6+1 gestalt or 1D6+6 depending upon the animal possessed.
Hit Points: 3D4x10 + M.E. attribute number. Only has Hit Points in natural form.
S.D.C.: Small Animals like chipmunks, lizards, birds, small snakes, amphibians, etc. have 5 S.D.C. each, but 4D6x10 animals make up the Gestalt body, so multiple the result of the die roll by 5 (4D6x10 x 5) to determine S.D.C. Small but heavier or a bit larger animals like ferrets, squirrels, raccoons, beavers, bobcats, large lizards, medium size snakes, and similar animals, have 15 S.D.C. each with, 2D4x10 animals, making up the body, so multiply the result of the dice roll by 15 (2D4x10 x 15) to determine S.D.C. Medium size animals like deers, birds of prey, wolves, foxes, large felines, black bears, warthogs, etc have 30 S.D.C. each, but only 1D4x10 animals make up the Gestalt body, so multiple the result of the dice roll by 30 (1D4x10 x 30) to determine S.D.C.
Natural Armor Rating: A.R.: 12.
Average P.P.E.: 1D6x100+400.
O.C.C. Skills: Mathematics: Advance & Basic, Hand to Hand; Expert, All Domestic Skills, All Wilderness Skills, Astronomy & Navigation, Biology, Botany, Chemistry, Holistic Medicine, Animal Husbandry, Brewing: Medicinal, Anthropology (all), and Tracking Humanoid at 1D6+90%, plus 1D4 Physical skills at 1D6+80%. S.D.C. and attribute bonuses from skills do not apply.
Horror Factor: 12
Physical Appearance: A mass of living, land animals (birds, amphibians, reptiles, mammals) in a humanoid form or a large wild animal.
Size: Varies from 5-8 feet (1.5-2.4 m) tall.
Weight: Varies.
Average Lifespan: The spirit itself is immortal, the animals are only used for the task at hand.
Vulnerability: Weapons made of wood or stone inflict triple damage to the gestalt’s S.D.C. and double to the possessed creature. Rune and millennium tree weapons inflict damage direct to the spirit’s hit points, regardless if it is possessing an animal or in gestalt form. Spell magic, magic weapons, and psionics that affect the supernatural can damage the spirit. Psionics and mind control magic can also influence and affect the spirit.
Attacks per Melee: Six physical attacks per melee or by magic. Equivalent to a person who possess Hand to Hand: Expert at 5th level.
Natural Abilities: The ethereal energy being is naturally invisible and impervious toorganic attacks (disease, poison, toxins, gases, etc), normal weapons, energy attacks (non-magical), cold, heat, and possession. The gestalt and possessed creature lose these invulnerabilities. Besides its magical abilities in gestalt and possessed form, the spirit can utilize any of the natural abilities of the animal (or utilize two of them if more then two animals make up at least 20% of its total body as a gestalt). So if the possessed animal body or the gestalt is made up entirely of rabbits, only the natural abilities of a rabbit are gained. In a hodgepodge of animals, it could be the natural abilities of a skunk and porcupine are gained. Note: The Wraith is incapable of inflicting physical damage in its natural form. It can only utilize its psionics in its natural form.
- Create a Gestalt Body: The ability to form a humanoid body from the living bodies of other animals. When this is done, the natural needs of the animals (food, water, air, etc) are suspended until the animal’s release. This living body can only be generated once in a 24 hours period, but there is no limit to maintaining the gestalt, usually until the task is done. Destroying the gestalt body does not damage the Wraith of Nature.
- Heal Plants and Animals by Touch: Restores broken bones, heal wounds, injuries, negates toxins and/or poisons and restores 50% of the lost hit points and S.D.C. (Restores only 30% when used on humans and humanoid life forms. This healing touch can be done 3x per 24 hours. Must be done when in a possessed or gestalt form.
- Animal Possession: The Wraith of Nature can possess a large, wild animal like a wolf, lion, tiger, bear, deer, moose, snake, etc. In this form, the powerful spirit can watch the world in disguise, but it can speak and its physical attributes are the same as those of the Gestalt body. S.D.C. is the maximum capable for the animal +120; the animal Hit Points are unchanged. The possession can last as long as the spirit desires-minutes, hours, days, or years-and serves to anchor it to the physical world just like the Gestalt body. The spirit can either create a gestalt or possessed an animal, it can’t do both in a single 24 hour period. Destroying the possessed animal, does not kill the Wraith of Nature.
- Summon and Control Animals: Same as the spell (at 5th level) of the same name and cost ½ the normal amount of P.P.E.
Damage: Supernatural P.S. damage, as well as the natural abilities of the animal.
Bonuses: +2 on initiative, +2 to strike, +3 to parry and dodge, +2 to roll with punch, +2 to pull punch, +2 to save vs. psionic attack and mind control, +5 to save vs. elemental magic, +2 to save vs. all other magic, and +4 to save vs. horror factor.
Magic: All Earth Warlock spells from levels 1-8, as well as the following wizard spells Concealment, Detect Concealment, Extinguish Fire, Heavy Breathing, Turn Dead, Trance, Horrific Illusion, Control the Beasts, Cure Illness, Detect Poison, Constrain Being, Metamorphosis: Animal (only others by ritual), Purification, Eyes of the Wolf, Sword to Snakes, Banishment, and Id Barrier. All spell magic is equal to a warlock/wizard at 5th level (need a save of 13/14 or better).
Psionics: Presence sense, object read, sense magic, sense evil, commune with animals, telepathy, see aura, and sense dimensional anomaly. I.S.P. equal M.E. attribute x3. Equal to a major psionic at 5th level. Can be performed by the spirit at any time.
Value: None.
Habitat: Any wilderness
Range: Anywhere.
Languages: Understand and speak all Palladium languages, will speak only to an emissary in his native tongue.
Enemies: Mortals and those who seek to harm/subdue the wilderness and its native inhabitants. A strong dislike for industrial races (dwarves, orcs, kobolds, goblins, gnomes, etc).
Allies: All benevolent Faerie Folk and Creatures of Magic, Druids, Were-Shamen, and Beastmasters are the only mortals that will be communicated with. Warlocks on a limited base.