Feral Spirit

Luian d'Orien ran for his life down the rain soaked streets of Sharn. He had already used his ability to leap through space to cross a collapse bridge between Yoln's Tower and Bystander's Way. At yet, they kept coming. He knew what they were... who they were... The foul-smelling aberrant he ran through in the duel last week. Luian had used choking powder to give himself the edge he needed, and the bastard of the Mark was gutted like yesterday's fish. Luian didn't know how he knew, but those eyes that followed him all had the same mad gleam to them.

In the shadows and approaching fast, thousands of dead, glowing yellow eyes followed the Orien cur, determined to tear him limb from limb... thousands of tiny dead squeaks of protest indicating their rage.

Feral Spirit

CR 6

XP: 2,400

NE Tiny Undead (swarm)

Init: +3; Senses: Darkvision 60 ft; Perception +12

DEFENSE:

AC: 17, Touch 15, Flat-Footed 14 (+2 size, +3 Dex, +2 natural)

HP: 42 (8d8+8); fast healing 5

Fort: +2; Ref: +7; Will: +9

Immune: undead traits, swarm traits; SR: 15

OFFENSE:

Speed: 20 ft, climb 20 ft.

Melee: Swarm (2d6 plus Spiritual Corruption)

Space: 10 ft.; Reach: 0 ft.

Special Attacks: Distraction, DC 14

STATISTICS:

Str 4, Dex 17, Con -, Int 10, Wis 12, Chr 10

Base Atk: +6; CMB: +1; CMD: 14

Feats: Iron Will, Lightning Reflexes, Skill Focus (Stealth), Toughness

Skills: 16 Perception +12, Stealth +17,

Languages: Does not speak, but understands Common

SPECIAL ABILITIES:

Hive Mind (Su): The individual rat corpses that make up a feral spirit are all controlled by one intelligence. So long as as any part of a feral spirit can see any other part of the feral spirit, then the intelligence senses through all of them and directs all them as one.

Spiritual Corruption (Su): The swarm attack of a feral spirit carries a magical disease. Someone who dies from Spiritual Corrupt rises as a zombie 24 hours later.

Type: Injury; Save Will DC 14; Onset 1 minute; Frequency 1/day; Effect 1d4 Wisdom damage; Cure Spiritual Corruption can only be cured by casting Remove Curse and Remove Disease within 1 minute of each other ; The save DC is Charisma based.

ECOLOGY:

Environment: Any underground or urban

Organization: Solitary or infestation (2-12 swarms)

Treasure: None (incidental)

Role: None

Source: S:CoT, pg. 178

Feral spirits are the spiritual remains of those with aberrant dragonmarks that died violently in an area with a large rat population. The bodies of hundreds of dead rats are reanimated to take vengeance on those responsible for the death of the person with the aberrant dragonmark. If more than one person is responsible for that death, or more than one person is opposing the feral spirit from getting its vengeance, it will attack those with true dragonmarks first.