Summon Ancestral Spirit

Conjuration (Summoning)
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: None

You summon one kobold ancestral spirit to do your bidding, designating which aura activates when they appear. If ordered to attack a kobold, whether friend or foe, there is a 50 percent chance per round that the ancestral spirit will turn against the summoner and attack them instead.

Material Component: Dirt from a cognizance node.


Ancestor Spirit CR 5
A bone-chilling frost moves in front of a small translucent figure. Dressed in fine jewels, clothing and armor, this ghostly kobold raises its arms and a flickering aura of crackling energy and arcane runes surround it.

LE Small Undead (Incorporeal)
Init +9; Senses blindsight 30 ft., darkvision 60 ft.; Listen +2, Spot +2
Aura ancestral 30 ft., fear 10 ft. (Will DC 18)
Languages Draconic, Common
AC 19, touch 19, flat-footed 14 (1 size, 5 Dex, 3 deflection)
HP 58 hp (9d12 HD); DR 10/magic
Immune incorporeal traits, undead traits
Resist turn immunity
Fort +3, Ref +8, Will +8
Speed 30 ft., fly 30 ft. (perfect)

Ranged telekinetic slam +10 (1d3 plus 1d6 negative energy)
Melee claw +10 (1d3 plus 1d6 Con drain) or Claw +8 (1d3 plus 1d6 Con drain) and claw +8 (1d3 plus 1d6 Con drain)
Base Atk +4; Grp +0
Def Options incorporeal traits
Special Actions ancestral aura

Spell-like abilities (CL 9th):
At will (DC 13) – ghost sound, mage hand, prestidigitation, ventriloquism
Abilities Str 10, Dex 20, Con -, Int 12, Wis 14, Cha 16
Feats Ability Focus (ancestral aura), Ability Focus (fear aura), Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Skills Appraise +6 (+8 for traps), Concentration +8, Craft (trapmaking) +13, Knowledge (history) +11, Listen +2, Profession (miner) +14, Search +8, Spellcraft +6, Spot +2, Survival +2 (+4 following tracks)
Advancement 10 – 15 HD (Small), 16 – 21 HD (Small)

Tactics
Ancestor spirits only engage in combat when a kobold’s life is threatened, otherwise they are aloof and uninterested in communicating with non-kobolds. They never make the first move, instead ignoring opponents until struck. They move in and out of combat, through obstacles and creatures, leaving behind an icy wake and draining the life force from opponents, only changing their auras when defending kobolds. Given the opportunity, a spirit will try to draw their enemies into a cognizance node, where they are immune to turning attempts and can alert a kobold tribe to intruders. Ancestor spirits are smart enough to evaluate a situation to determine the best aura to use, but they do favor their deadhand aura to slow down opponents or the life lust and battle auras when the tribe engages the enemy.
Aura of Fear (Su): An ancestor spirit carries the chill of the grave with it. Opponents within 10 feet must make a DC 18 Will save or become shaken for one round. This save is Wisdom-based and is a mind-affecting effect. Creatures that make their saving throw are immune to this ancestor spirit’s fear aura for 24 hours.
Turn Immunity: An ancestor spirit cannot be turned while it is within the boundaries of a cognizance node.

Ancestral Aura (Su): As a standard action, an ancestor spirit can alter its aura to hinder opponents and aid their allies to any of the following auras. When initially encountered, it has its grave aura activated. As long as the ancestor spirit is within range, opponents must make a saving throw each round. Offensive auras (deadhand, life lust, and grave) prevent the ancestor spirit from making ranged attacks, while defensive auras (battle, gravesight, tombstone cloak) prevent them from making melee attacks.
Battle: Crimson arcs of electricity spread out from the spirit, touching its allies and bathing them in a red glow. Allies affected by the battle aura gain a +2 morale bonus to attack and damage and fast healing 1.
Deadhand (Ref DC 21): Ghostly white clawed hands erupt from the ground, grasping at foes and impeding their movement. Subjects failing their saving throws are entangled. This save is Dexterity-based.
Grave (Fort DC 19): An ancestor spirit is surrounded by an icy cold aura that causes 1d6 points of damage. A successful saving throw reduces this damage by half. This save is Charisma-based.
Gravesight: Allies are granted darkvision 30 feet and the ability to see invisible creatures.
Life Lust (Will DC 19): The undead crave the warmth of life, and ancestor spirits are no different. Opponents within the aura’s range that fail their saving throw are drained of one point of Constitution.
Tombstone Cloak: Covered with an ephemeral cloak of shadow and stone that blends into the surroundings, allies are granted concealment.

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