Shaman Monsters (SB)

__TOC__
The following pages present detailed information on a selection of the spirits.
DMs are reminded that these are merely representative spirits of the types in question. Some customization will undoubtedly be needed for each individual campaigns, and to keep players on their toes. Each entry contains the following information:
CLIMATE/TERRAIN defines where the spirit may be found when it is not in the spirit world.
FREQUENCY is the likelihood of encountering the creature in an area. Very rare is a 4% chance, rare is 11%, uncommon is 20%, and common is 65%. Since most spirits can't be considered for random encounters (the are fixed to a specific location), this entry can be taken as a guideline for adventure design.
ORGANIZATION describes the social structure the spirit adopts.
DIET tells what the spirits needs to survive. This will typically be sacrifices, but there are some spirits who require other fuel remain whole.
INTELLIGENCE is the equivalent of the Ability Score of the same name.
ALIGNMENT: Any lawful shows the general behavior of the spirit of that type.
No. APPEARING indicates the average number of spirits of that type who may answer a call or be in a location.
ARMOR CLASS is a rating of the monster's resistance to damage in combat. Listed ACs do not include any situational bonuses noted in the description.
MOVEMENT shows the relative speed of the spirit.
HIT DICE indicates the number of dice rolled to generate the spirit's hit points. Hit Dice are 8-sided. The Hit Dice are rolled and the numbers shown are added to determine the spirit's hit points. Further, for the purpose of calculating chances to save, and so on, each spirit should be considered as a priest of a level equal to its Hit Dice.
THAC0 is the spirit's ability to strike another in combat (20 is standard base, the lower the better).
No. OF ATTACKS indicates how many times a spirit can attack in one round.
DAMAGE/ATTACK shows the severity of a given attack and is expressed as damage points. The number and type of dice rolled to determine the number of hit points lost by the target of the attack will be listed in parentheses.
SPECIAL ATTACKS and SPECIAL DEFENSES is unusual combat-related abilities.
MAGIC RESISTANCE is the percentage chance that magic cast upon a spirit will fail to affect it, even if other creatures nearby are affected. If this resistance is penetrated, the spirit is still entitled to any saving throws normally allowed.
SIZE is an indication of the overall dimensions of the spirit. The following categories exist:
: T = tiny under 2 feet tall or long
: S = small over 2 to 4 feet tall or long
: M = man-size over 4 feet to 7 feet tall or long
: L = large over 7 feet to 12 feet tall or long
: H = huge over 12 to 25 feet tall or long
: G = gargantuan over 25 feet tall or long
MORALE is a general rating of how likely a spirit is to persevere in the face of adversity or a character with the means to harm it. Morale ratings correspond to the following ranges:
2-4	Unreliable	5-7	Unsteady	8-10	Average	11-12	Steady	13-14	Elite	15-16	Champion	17-18	Fanatic	19-20	Fearless
XP VALUE is the number of experience points to be awarded to player characters who succeed in defeating the creature. (This does not necessarily mean destroying the spirit.)
ACCEPTED ALIGNMENTS: The spirits prefer worshipers to be of certain alignments (usually similar to their own), and demand that their shamans adhere to these alignments.
COMBAT: This section details the spirit's preferred methods of combat, as well as detailing any attacks abilities and defenses it has.
FAMILIARITY: These are the conditions under which a shaman establishes a relationship with the spirits. Until these conditions have been met, the shaman cannot expect the spirits to respond to his or her rituals, and the spirits will not grant spells or other favors to the shaman.
DEMANDS: These conditions are required for a shaman to maintain links with the spirits. If these demands are not fulfilled, the spirits withdraw aid from the shaman.
BENEFITS: The shamans and worshipers can expect these advantages from revering the spirits. If a community fails to fulfill the spirits' demands, however, it does not receive these benefits.
Readers will note that the standard entries of Activity Cycle, Treasure, and Psionics have been omitted from the monster statistics. This is because these are useless entries for the description of spirits. They are not active during a particular time of day, and, since they are not real, they have no treasure. (However, tribal burial grounds and shrines devoted to the spirit may contain treasure for PCs to acquire.) Additionally, the traditional entry for Habitat/Society has been replaced with "Accepted Alignments" and "Familiarity," while Ecology has been replaced with "Demands."
==New Monsters==
* Ancestors
* Bloodspirit
* Bogeymen (Greater & Lesser)
* Fenette
* Fetish Spirits
* Ghost Packs
* Great Spirits
* Guardian Spirits
* Hero Spirits
* Nemesis Spirits
* Rogue Hero
* Sith (Spirit)
* Spirits, Minor
* Strigloi
* Totem Spirit