Spirit, Nature
Within the vastness of nature exist spirits tied to its expressions. These spirits take on many forms or inhabit the earth and soil, manifesting when stirred. Some spirits are close to beasts, while others are representative of plant life.
Ambient Spirit. A nature spirit is tied to a certain territory. It ranges across the area, as an observer and protector. A skilled spiritualist can contact and summon these spirits.
Creature of Spirit. A nature spirit can’t be polymorphed against its will.
Spirit Nature. A nature spirit doesn’t require air, food, drink, or sleep.
Beast Spirit
A beast spirit derives from natural fauna. It can be the soul of a great member of its kind, an amalgamation of animal spirits, or an expression of the region that manifests as a beast spirit. The spirit appears a noble beast of its kind with a ghostly glow and greater stature.
Plant Spirit
A plant spirit can be found where plants grow, especially in the most ancient and verdant places. A plant spirit has no defined form. Instead, it possesses local plants to create a form to interact with the Material Plane. Many plant spirits are connected to certain kinds of plants such as trees, lily pads, or moss.
Bear Spirit
Huge fey (spirit), neutral
Armor Class 15 (natural armor)
Hit Points 115 (10d12 + 50)
Speed 40 ft., swim 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
15 (+2)
Skills Perception +5
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 8 (3,900 XP) Proficiency Bonus +3
Keen Smell. The spirit has advantage on Wisdom (Perception) checks that rely on smell.
Magic Weapons. The spirit’s weapon attacks are magical.
Spirit Blessed. The AC of the spirit includes its Charisma bonus.
Actions
Multiattack. The spirit makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.
Invisibility. The spirit magically turns invisible until it attacks or ends the effect as a bonus action.
Terrifying Cry (Recharge 6). Each creature within 60 feet of the spirit that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened and unsettled for 1 minute. An afflicted target can repeat the saving throw at the end of each of its turns, ending the conditions on itself on a success.
Great Raven Spirit
Medium fey (spirit), neutral
Armor Class 17
Hit Points 52 (8d8 + 16)
Speed 10 ft., fly 50 ft. (hover)
STR
10 (+0)
DEX
20 (+5)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Perception +5
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 4 (1,100 XP) Proficiency Bonus +3
Magic Weapons. The spirit’s weapon attacks are magical.
Mimicry. The spirit can mimic sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
Spirit Blessed. The AC of the spirit includes its Charisma bonus.
Actions
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) piercing damage.
Invisibility. The spirit magically turns invisible until it attacks or ends the effect as a bonus action.
Terrifying Cry (Recharge 6). Each creature within 60 feet of the spirit that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened and unsettled for 1 minute. An afflicted target can repeat the saving throw at the end of each of its turns, ending the conditions on itself on a success.
Shark Spirit
Large fey (spirit), neutral
Armor Class 14 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 0 ft., swim 50 ft.
STR
22 (+6)
DEX
15 (+2)
CON
19 (+4)
INT
8 (−1)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +4
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 8 (3,900 XP) Proficiency Bonus +3
Blood Frenzy. The spirit has advantage on melee attack rolls against a creature that doesn’t have all its hits points.
Magic Weapons. The spirit’s weapon attacks are magical.
Spirit Blessed. The AC of the spirit includes its Charisma bonus.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 +6) piercing damage.
Invisibility. The spirit magically turns invisible until it attacks or ends the effect as a bonus action.
Terrifying Cry (Recharge 6). Each creature within 60 feet of the spirit that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened and unsettled for 1 minute. An afflicted target can repeat the saving throw at the end of each of its turns, ending the conditions on itself on a success.
Wolf Spirit
Large fey (spirit), neutral
Armor Class 16 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
STR
16 (+3)
DEX
17 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)
Skills Perception +5, Stealth +6
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 4 (1,100 XP) Proficiency Bonus +3
Keen Hearing and Smell. The spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Weapons. The spirit’s weapon attacks are magical.
Pack Tactics. The spirit has advantage on attack rolls against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally isn’t incapacitated
Spirit Blessed. The AC of the spirit includes its Charisma bonus.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Invisibility. The spirit magically turns invisible until it attacks or ends the effect as a bonus action.
Terrifying Cry (Recharge 6). Each creature within 60 feet of the spirit that can hear it must succeed on a DC xxxxx Wisdom saving throw or be frightened and unsettled for 1 minute. An afflicted target can repeat the saving throw at the end of each of its turns, ending the conditions on itself on a success.
Floral Spirit
Small fey (spirit), lawful good
Armor Class 14
Hit Points 33 (6d6 + 12)
Speed 30 ft. climb 30 ft.
STR
6 (−2)
DEX
17 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Skills Perception +3
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2
Magic Weapons. The spirit’s weapon attacks are magical.
Spirit Blessed. The AC of the spirit includes its Wisdom bonus.
Actions
Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) poison damage.
Possess. The spirit’s possession save DC is 12 (Charisma based). It is a Rider that can possess a flowering plant within 30 feet of it. When the spirit possesses a target, its body assumes a spiritual form and is subsumed by its host.
Pollen Burst (Recharge 5−6). Each creature within 10 feet of the spirit must succeed on a DC 11 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. If the saving throw fails by 5 or more, a poisoned creature is also blinded.
Great Oak Spirit
Huge fey (spirit), lawful neutral
Armor Class 19 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft.
STR
27 (+8)
DEX
8 (−1)
CON
21 (+5)
INT
9 (−1)
WIS
17 (+3)
CHA
12 (+1)
Skills Perception +7
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 17
Languages Common, Sylvan
Challenge 12 (8,400 XP) Proficiency Bonus +4
Magic Weapons. The spirit’s weapon attacks are magical.
Spirit Blessed. The AC of the spirit includes its Wisdom bonus.
Actions
Multiattack. The spirit makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.
Possess. The spirit’s possession save DC is 13 (Charisma based). It is a Rider that can possess a tree within 30 feet of it. When the spirit possesses a target, its body assumes a spiritual form and is subsumed by its host.
Animate Tree (Recharge 6). The spirit magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they only have the Slam action option An animated tree acts as an ally of the spirit. The tree remains animate for 1 hour or until it dies; until the spirit dies or is more than 1 mile from the tree; or until the spirit takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Meadow Spirit
Medium fey (spirit), neutral good
Armor Class 14
Hit Points 52 (8d8 +16)
Speed 30 ft.. fly 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +4
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Magic Weapons. The spirit’s weapon attacks are magical.
Spirit Blessed. The AC of the spirit includes its Wisdom bonus.
Actions
Multiattack. The spirit makes two swipe attacks.
Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) poison damage.
Entangle. The spirit animates the plants in a 40-foot radius centered at a point if can see within 60 feet of it for one minute or until the spirit stops concentrating. The area is difficult terrain. Each creature that enters the area for the first time in a turn or starts its turn there must succeed on a DC 12 Dexterity saving throw or be restrained. A creature can use its action to free a restrained creature by succeeding on a DC 12 Strength check.
Possess. The spirit’s possession save DC is 11 (Charisma based). It is a Rider that can possess a patch of grass or a shrub within 30 feet of it. When the spirit possesses a target, its body assumes a spiritual form and is subsumed by its host.