Orderspirit

Orderspirits are creatures of pure light, summoned by evil nobles who feel that they cannot even trust their own guards. They are perfect guardians for tyrants; powerful, disposable, and fiercely loyal. Unlike most other summoned creatures, they do not loath their masters. In fact, they worship them, seeing as the ultimate authority, the basis for all their rules and moral codes.
Orderspirits are not in fact individual creatures. They were originally one creature, an enormous sphere of light on some unknown plane, with no real will or mind of its own. When they are summoned a bit of the sphere is ripped off and takes the form of an Orderspirit. All Orderspirits that are summoned at once are actually of one mind, with shared experiences and memories. Once they are destroyed, they return to the sphere and lose all memories of their time summoned. Thus, once an Orderspirit is destroyed, there is no reuniting it with the others of its kind that are linked, nor is there any way to recover a specific Orderspirit from the sphere. The energies mix together in the sphere instantly, making the idea of an individual within it unthinkable. As soon Orderspirits are summoned, they pledge their loyalty to someone present, upon command of the caster who brought them here. This can be the summoner himself, or the wizard can instead order them to obey another. If the summoner is not the one who they pledge their loyalty to, he loses all authority over these creatures. He cannot command them or banish them, in effect the one to whom they swear their loyalty is considered to be their summoner.
Physically, an Orderspirit appears to be a body made out of pure light. They lack and distinct features, no nose, no ears, no sexual organs. The only exception is their eyes, which are a strange mix of gold and red. All Orderspirits look exactly alike, though they can distinguish each other through their hive mind. They distinguish each other by placing Orderspirits into one of two categories: part of its collective and pledge, or not a part. They don’t recognize other groups of Orderspirits, which is why leaders who use many different groups of these creatures tend to mark them in some way, usually by having the group carry a specific symbol, so two groups under the same leader do not attack each other.
Orderspirits cannot gain levels.
Size/Type: Medium Outsider
Hit Dice: 7d6+6 (27)
Initiative: +4
Speed: 50 ft.
AC: 20 (+5 Dex, +5 natural)
Attacks: Slam +7, longsword +9
Damage: Slam (1d3+2), longsword (1d8+2)
Face/Reach: 5 ft. by 5 ft.
Special Attacks: Ordertouch, Last Strike
Special Qualities: Eyes of Order, Collective, Will of Stone, Immunities, Longsword Affinity
Saves: Fort +5, Ref +8, Will +10
Abilities: Str 14, Dex 20, Con 14, Int 10, Wis 16 Cha 2
Skills: Survival +6, Tumble +8
Feats: Track
Climate/Terrain: Any
Organization: Solitary or “Pledge” (can be any number, usually 3-5)
Challenge Rating: 4
Treasure: None
Alignment: Always Lawful Evil
Advancement: None

Ordertouch: Once every five rounds, an Orderspirit can make a touch attack (+7). If it succeeds, the target must make a fortitude save (DC 20). If the target is chaotic and fails, it is paralyzed for three rounds. If the target is chaotic and succeeds, it takes 2d4 lightning damage and is stunned for one round. If the target is neither chaotic or lawful and fails the save, he takes 2d4 lightning damage and is stunned for one round. If they succeed on the save, they take 1d4 lightning damage. Ordertouch has no effect on lawful creatures.
Last Strike: Used only in desperation, Last Strike focuses all the Orderspirit’s power into one attack. This adds a +3 enchantment bonus to the attack, but the Orderspirit dies immediately afterwards. Note, while a “Pledge” of Orderspirits are a collective, and thus can sacrifice one of its members without destroying itself, doing so is a permanent loss, and as such typically will not do so unless they have no other choice. However, if their lord orders it, they will gladly sacrifice themselves for him.
Eyes of Order: Orderspirits can see if a creature is lawful or chaotic, and by deduction if a creature is neutral. The only exception is the Orderspirit’s master, whose alignment is hidden from them. Orderspirits always assume their master to be lawful, and will continue to believe that despite any proof to the contrary.
Collective: A “Pledge” of Orderspirits are all of one mind, and are completely identical when summoned in all regards. Their hit points and abilities are always the same within a Pledge. A “Pledge” is linked, no matter how far away on the same plane they are. A “Pledge” tends to protect its members, in the same way a human protects parts of his own body.
Will of Stone: Orderspirits’ loyalty and single-mindedness makes the surprisingly resistant to mind-affecting spells and abilities. This translates to a +4 to will saves (already calculated in under will save.)
Immunities: Orderspirits do not have any blood or metabolism. In addition to the obvious effects, Orderspirits are immune to blood drain and poisons.
Longsword Affinity: Orderspirits are particularly skilled with longswords, giving them a +2 bonus when using them (already calculated under longsword attack.)

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