Monster

Evil Spirit

Resistance (RES)
1
Reluctance to negotiate (RN)
2
Agility (AGI)
3
Strength (dice)
1K6+3
Weapon
–
Spells
–
Treasure
I/D
Tiles
10

RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.

How it plays

Evil Spirits drift in packs of 1K3 or 1K3+2 when they lair. Agility 3 and strength 1K6+3 make them tougher than they look. A reluctance of 2 makes negotiation worth a try (an agreement comes up on 28% of rolls with no negotiator bonus), but an agreement gives no treasure, while intimidation gives a quarter of it. Type I treasure when they lair is worth taking: gold, valuables and sometimes a magic item. Resistance 1 means spells land.

  • It resists a spell on a 1K6 roll of 1, so about 17% of your spells fail against it.
  • Its attacks wound 67% of the time and average 0.7 wounds per attack at maze level 1.
  • Reluctance to negotiate 2: you can try negotiation, then a bribe, before you fight.
  • It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
  • Group size on the encounter tables: 1K3 / 1K3+2.

Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).

Play now

In Citadel of Blood

Known in Citadel of Blood as Wraith.

  • The sixth row of the room table: Skeletons 1D3, then the Troll, then Evil Spirits 1D3+2 (columns 3 to 5) in Labirynt Śmierci; Skeletons 1D6, then Wraiths 1D3+2, then the Troll (columns 3 to 5) in Citadel of Blood. All rule differences →

Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· Monster stats table (8.2)

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