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).
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)