Bloodspirit

Cowardly, stick-figure spirits born of cruelty, they possess bullies to flood them with crippling guilt or murderous excess, and quietly serve shamans who protect the weak.

Setting: Core Rules

Appearance

Bloodspirits normally stay unseen. Forced into view, each looks like a child's crayon drawing of a monster: a tiny, matchstick body, spidery arms tipped with talons, and a lumpy, lopsided head with huge eyes. The fanged mouth gapes absurdly wide, often broader than the head itself.

Combat

They avoid fighting. Cornered, a bloodspirit defends itself as well as it can, then slips into the spirit world the moment it is able; like the tormentors who spawn them, they are cowards at heart. Their true weapon is possession, and they choose only hosts who bully or prey on innocents. At the moment of possession, roll: there is an even 50% chance the host is filled either with crushing guilt or with an urge to push his cruelty to the limit.

A guilt-ridden host who tries to hurt a defenseless person, or sees such abuse, must save vs. spell. On a failure he either flees the scene for 1d4 hours or throws himself into protecting the victim, using force if needed to quiet his conscience. A host gripped by extremism who uses force on someone weaker must save vs. paralysis; success leaves him in a killing frenzy, attacking with lethal force for 2d4 rounds.

Habitat and Society

They spring up where violence is constant and feelings churn: an executioner's guilt, a victim's sense of righteousness, bystanders' satisfaction when the oppressed strike back. Homes ruled by abuse and sites of frequent execution or torture by jailers of mixed conscience are typical birthplaces. Unlike most spirits they roam widely, drawn wherever the strong torment the weak, and any such place has an 11% chance of hosting 1d6 of them.

Shamans and Spirits

Accepted alignments: any good. A shaman cannot seek out bloodspirits; they come to him. One who stands against oppressors at least three times running, even at personal risk, draws 1d6 of them. They shun every other attempt at contact unless compelled by a charm spirit spell.

Their only demand is that the shaman keep up the work that attracted them. Oddly, their whole aim is to end the abuse that births and feeds them, and they count it a win even when the abuser ends up killing his victim. Cruelty never runs short, so they never starve.

A shaman who turns bully loses their spells until he frees a number of people from oppression, whether a band of slaves or a family under a drunken father's fist. If he preys on the weak again after making amends, the spells are gone for good, and each new offense carries a cumulative 10% chance the bloodspirits possess him.

Weak as they are, they back a varied set of spells: circle of protection from spirits and bind fetish (tribal shaman list), sense nature of spirit (solitary shaman list), create sanctuary and death candle (spiritualist list), plus any Guardian-sphere priest spell of 3rd level or lower.

More: Monsters starting with B · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainAny settled
FrequencyRare
Activity CycleAny
DietViolent Oppression
Intelligence7
AlignmentChaotic neutral
No. Appearing1- 4
Armor Class0
Movement12
Hit Dice1
THAC020
No. of Attacks1
Damage/Attack1d3 (talons)
Special AttacksPossession
Special Defenses+1 or better to hit
Magic ResistanceNil
SizeS (3')
MoraleFanatic (17)
XP Value60