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Creature Stats:

Ancestral Warrior

Medium Outsider (Good, Native)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
AC: 18 (+4 chain shirt, +2 large steel shield, +2 natural), touch 10, flat-footed 18
Base Attack Bonus: +6
Grapple: +9
Attack: Masterwork bastard sword +10 melee (1d10+3/19-20)
Full Attack: Masterwork bastard sword +10/+5 melee (1d10+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, spell-like abilities
Special Qualities: Aura of menace, damage reduction 5/evil, darkvision 60 ft., Dorn traits, immunity to fear, petrification, and poison, low-light vision, resistance to cold 10, spell resistance 16
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 17, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Skills: Climb +5, Concentration +10, Hide +9, Jump +12, Listen +10, Move Silently +9, Spot +10, Survival +10, Swim +13
Feats: Cleave, Improved InitiativeB, Power Attack, Track
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral good
Advancement: 7-10 HD (Medium)
Level Adjustsment:

Ancestral warriors are the spirits of the lond dead from the Dorns' past given from by the will of the Vigdir (the Meruros and Taludos). The bodies of these spirits are things comprised entirely of magic, and are not truly real. They look as though nearly all the color has been drained out of them, and are they are obviously not truly alive in the natural sensed of the word.

Still bearing the wounds of the battle that brought them down, the ancestral warrior can only be brought back into the world of the living by a spirit speaker who treats with the Vigdir and then, only for a short time. While here, they follow the orders of the spirit speaker who summoned them, though they may bear a particular hatred for creatures formed by the magic of the dark god, such as astiraxes and Fell.

Ancestral warriors speak Norther.

Combat

Ancestral warriors prefer direct confrontation. As one of the honored dead worthy of culling by the Meruros, all of the are brave and honorable. They are not foolhardy however, and use their abilities to utmost effect.

Any weapon wielded by an ancestral warrior is treated as good-aligned for the purpose of overcoming damage reduction.

Aura of Menace (Su): An aura of fury surrounds ancestral warriors when they are fighting or angry. Hostile creatures within a 20-foot radius of an ancestral warrior must succeed on a DC 14 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the ancestral warrior that generated the aura. A creature that has resisted or broken the effect cannot be affected by the same ancestral warrior's aura for 24 hours. The save DC is Charisma-based.

Rage (Ex): An ancestral warrior that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains a +4 bonus to Strength, a +4 bonus to Constitution, and a -2 penalty to AC. Once it has entered its rage, it can no longer use its spell-like abilities. The ancestral warrior cannot end its rage voluntarily. If it does so, it cannot rage again during the same encounter.

Spell-like Abilities: At will—detect evil, light, rage; 3/day—aid, detect astirax, detect magic; 1/day—bull's strength, heroism. Caster level 6th. Save DCs are Charisma-based.