The great villains of a people's legends, nemesis spirits wage endless war on the hero spirits who defeated them, and grant curses and spells to shamans who join the fight.
A nemesis is the villain of one culture's folk tales, a wicked king, traitorous counselor, or beast that the culture's heroes once overthrew. Each is unique, gorgeous or grotesque, and each craves its old rival's humiliation and its people's ruin, its followers forever warring with the hero spirit's devotees. Yet if it ever erased that hero's cult and memory, it would fade as well, for it lives on only as the hero's foe.
It fights with its legendary weapons, or natural ones if a beast. Four times a day, whenever it wishes, any nemesis can cast pass without trace, cause fear, or a charm spell affecting a person, monster, or plants.
It takes shamans of chaotic or evil alignment who will fight its rival's followers; a single sacrifice (with a Shamanic Ritual check) seals the pact. The shaman may never aid, cooperate with, or sacrifice to the matching hero spirit and must undermine its followers whenever possible.
It needs no sacrifice to survive but grants nothing without a monthly offering, at minimum a chicken per worshiper, preferably something grander such as relatives of the rival's worshipers. It sponsors all spiritualist spells and tribal shaman spells of 3rd level or lower, and gives favored servants a nonmagical +1 to hit and a curse they can lay on one foe every second round.
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| Climate/Terrain | Any |
|---|---|
| Frequency | Uncommon |
| Activity Cycle | Any |
| Diet | Sacrifices |
| Intelligence | 13 |
| Alignment | Any chaotic or evil |
| No. Appearing | 1 |
| Armor Class | 0 |
| Movement | 12 |
| Hit Dice | 9 |
| THAC0 | 12 |
| No. of Attacks | 2 |
| Damage/Attack | By traditional or natural weapon |
| Special Attacks | Spells |
| Special Defenses | +3 or better to hit |
| Magic Resistance | Nil |
| Size | M |
| Morale | Champion (15-16) |
| XP Value | 5,000 |