Racked Spirit

Tormented undead who betrayed their own nature in life and now quiet their guilt by ruining the happy, then offering a corrupting bargain or draining their life away.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

A racked spirit appears exactly as it did at death, only faintly see-through, since part of it remains on the Ethereal Plane. Any race can produce one, but the most common are dwarven banshees, born when a dwarf abandons the purpose that defined its life.

Combat

These spirits seek out happy people and wreck their lives with a string of 'bad luck.' Then they appear to the ruined victim offering help in return for a service, always one that betrays the victim's deepest convictions. Refusal brings the spirit down on them to drain their life. Accepting and acting against their own beliefs turns them into full racked spirits when they die.

Its chilling touch deals 1d6, even to creatures immune to cold, and drains one energy level. The chill damage heals normally, but lost experience must be earned anew or restored with restoration. A victim drained of all levels becomes a lesser spirit at half its former level, without psionics, enslaved to the racked spirit that killed it, and freed only when that spirit is destroyed.

Psionically it wields mind link and psionic blast, contact, ego whip, mind thrust, id insinuation, inflict pain, false sensory input, repugnance, empathy, telepathic projection, truthear and life detection, plus telekinesis with molecular manipulation and soften, and aura sight.

Only +1 or better magic weapons, creatures of 5 or more Hit Dice, or beings with magical abilities can harm it. It ignores sleep, charm, hold, cold spells, poison and paralysis. Holy water burns it for 2d4, and raise dead destroys it if it fails a save vs. spell.

Habitat and Society

Racked spirits wander freely wherever they wish and never keep company with one another.

Ecology

As with most undead, they play no role in the natural world.

More: Monsters starting with R · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainAny
FrequencyUncommon
OrganizationPack
Activity CycleNight or darkness
DietNone
IntelligenceAverage (8-10)
TreasureM×2,0
AlignmentChaotic evil
No. Appearing3-12 (3d4)
Armor Class6, or as in life (see below)
Movement12, Fl 18 (B)
Hit DiceAs in life, or 4
THAC0As in life, or 17
No. of AttacksAs in life, or 2
Damage/AttackBy weapon type, or 1d6
Special AttacksEnergy drain
Special DefensesSee below
Magic ResistanceNil
SizeM (5-6' tall)
MoraleElite (15-16)
XP Value2,000 + 500 per HD over 4

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
43/4/13EW,II,MT,PB/IF,MB,TS,TW1455

Telepathy - Sciences: mind link, psionic blast; Devotions: contact, ego whip, empathy, false sensory input, id insinuation, inflict pain, life detection, mind thrust, repugnance, telepathic projection, truthear.

Psychokinesis - Science: telekinesis; Devotions: molecular manipulation, soften.

Clairsentience - Science: aura sight; Devotions: nil.