Spirit, Local
| Statistic | Value |
|---|---|
| Climate/Terrain | Any |
| Organization | Solitary |
| Intelligence | Exceptional (15–16) |
| Alignment | Neutral |
| No. Appearing | 1 |
| Armor Class | 16 |
| Move | 150, fly 300 |
| Hit Dice | 5 |
| To Hit | +2 |
| No. of Attacks | 2 |
| Damage/Attack | 1–10 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | 10% |
| Size | M (4–7 ft. tall) |
| Stunts | M 1d3, A 1d6, S 1d4, I 1d6, C 1d8 |
Description
Local spirits are usually expressions of Nature that are tied to one locale. Ponds, trees, and hills all have spirits associated with them. These spirits have an excellent knowledge of their own territory but an extremely limited awareness of the rest of the world. They can, however, be very helpful when specific information is needed. They are also bound to do the Jade Emperor’s will and sometimes perform errands for the gods. For some, this relationship is formalized, especially those who serve the City Gods. Most spirits take the form of beautiful humans when dealing with mortals.
Spirits are magical creatures and so can be hit only by +1 or better magic weapons. Also, as long as they are in their home environment, they can regenerate 5 hit points reach round. They can also fly as fast they can run. As well, spirits can cast spells. Generally speaking, they are able to use any shaman spell of level 1 to 3 at will.
Local spirits can be very generous to those mortals who earn their favor—and equally vengeful to those who incur their wrath. In general, spirits are not foes of the PCs but rather a respected part of the natural order. PCs should be far more interested in getting information or aid from a spirit than fighting it.
Major spirits are similar but far more powerful, associated with mighty rivers and mountains. Stats for them are not provided here, since they should never be used as foes. If you need to determine what they can and cannot do, let the story guide your decision.