Lingering Spirits

The Sword Barrow is not guarded by the Barrowhaunts alone. Alongside these cursed adventurers is a legion of traps and ancient defenses, but more significant is the many spirits of people and creatures the Barrowhaunts killed in life and death. Every person, innocent or guilty, and every monster leaves behind a lingering spirit that forms within the Sword Barrow days or weeks after its death. These spirits follow the Barrowhaunts, acting as reminders for the legions of blood they’ve spilled in their greed and now under the drive of their curse.

These spirits wish to see the Barrowhaunts’ curse continue, as while they are bound to the barrow they are unlikely to kill more innocent victims. They now are forced to hunt only tomb robbers and other intruders in the ancient tombs they haunt, therefore protecting the bodies and belongings of these people. If any of the Barrowhaunts were to find a way to escape from the Sword Barrow, these spirits would hunt them down en mass and drag them back to their prison.

Originally from the 4e Monster Vault: Threats to the Nentir Vale. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!

5th Edition

A 5th edition Dungeons and Dragons combat stat block for the lingering warrior spirit. The plain text is available below.

Lingering Warrior Spirit
Medium undead, unaligned
Armor Class 13
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Str 6 (-2) Dex 16 (+3) Con 13 (+1) Int 10 (+0) Wis 13 (+1) Cha 10 (+0)
Damage Immunities necrotic, poison
Damage Resistances acid, cold, fire, lightning, psychic, thunder, bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Vulnerabilities radiant
Senses darkvision 60 ft. passive Perception 11
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)
Actions
Phantom Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) necrotic damage.

A 5th Edition Dungeons and Dragons combat stat block for the lingering monster spirit. The plain text is available below.

Lingering Monster Spirit
Large undead, unaligned
Armor Class 14
Hit Points 45 (7d10 + 7)
Speed 40 ft., climb 30 ft.
Str 8 (-1) Dex 18 (+4) Con 13 (+1) Int 3 (-4) Wis 12 (+1) Cha 10 (+0)
Damage Immunities necrotic, poison
Damage Resistances acid, cold, fire, lightning, psychic, thunder, bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Vulnerabilities radiant
Senses darkvision 60 ft. passive Perception 11
Languages
Challenge 2 (450 XP)
Actions
Lingering Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) necrotic damage.

13th Age

A 13th Age combat stat block for the lingering warrior spirit. The plain text is available below.

Lingering Warrior Spirit
4th level mook [undead]
Initiative: +8
Vulnerability: Holy
Phantom Strike +9 vs. PD – 7 negative energy damage
Natural Even Hit: The target is also stuck until the start of the spirit’s next turn.
Linger On: When a lingering warrior spirit takes 5 damage or less from a non-holy attack, it takes no damage instead. This includes when damage spills over from one mook to the next. If a mob of lingering warrior spirits takes 16 damage from a non-holy attack, one mook takes 14 damage and dies. The 2 damage that would roll over to the next mook is instead negated by this trait.
AC 19 PD 17 MD 15 HP 14 (mook)
Mook: Kill one lingering warrior spirit mook for every 14 damage you deal to the mob.

A 13th Age combat stat block for the lingering monster spirit. The plain text is available below.

Lingering Monster Spirit
Large 4th level mook [undead]
Initiative: +7
Vulnerability: Holy
Crushing Strike +9 vs. PD – 12 negative energy damage
Natural Even Hit: The target takes an extra 2d4 negative energy damage.
Linger On: When a lingering monster spirit takes 5 damage or less from a non-holy attack, it takes no damage instead. This includes when damage spills over from one mook to the next.
AC 20 PD 18 MD 14 HP 28 (mook)
Mook: Kill one lingering monster spirit mook for every 28 damage you deal to the mob.

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