Spirit of Insanity Species in Erthos | World Anvil

Spirit of Insanity

Spirits of Insanity are mortal spirits that are born when someone touched by insanity dies. They are unpredictable and often change their minds quickly. Dealing with them takes a delicate touch and is not advised for anyone who does not have some knowledge about them.   Summoning a Spirit of Insanity to the Material Plane takes a powerful wizard. There are portals from The Spirit Realm but normally Spirits of Insanity do not have the patience to find them or to learn how to cross over.   One Spirit of Insanity currently dwells in the Material Plane, Hardent/Dent-Har. It is unsure why it was allowed to remain in the lands between The Wilds and The Unknown.

Basic Information

Anatomy

Humanoid Spirits, Two facial structures with a neck that can twirl in a full circle.   Wirey Limbs in a flowing robe, double-jointed arms, and knees.

Genetics and Reproduction

Spirits do not reproduce.

Growth Rate & Stages

Fully Grown

Additional Information

Perception and Sensory Capabilities

Spirits of Insanity each have two faces so they are resilient against mental attacks, enhanced perception, and can not be knocked unconscious.    Innate Magical abilities: Misty Step, Confusion, Fog Cloud, Crown of Madness. Enemies Abound.
Geographic Distribution

Articles under Spirit of Insanity


Spirit of Insanity CR: 4

Medium mortal spirit, chaotic neutral
Armor Class: 13 (Natural Armor) 16 (Mage Armor)
Hit Points: 90 (15d8+30)
Speed: 30 ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

18 +4

WIS

13 +1

CHA

15 +2

Saving Throws: Int +8, Wisdom +5
Skills: Arcana +8, History +8, Persuasion +6
Condition Immunities: Charmed, Frightened, Stunned
Senses: Darkvision 120 ft. Passive Perception 9
Languages: Common, Spirital
Challenge Rating: 4

Innate Spellcasting. The Spirit of Insanity spellcasting ability is Intelligence (Spell Save is 16). The Spirit of Insanity can innately cast the following spells, requiring no material components.

At will: Detect magic, Dispel Magic, Fog Cloud, Mage Armor

1/day: Confusion, Enemies Abound

2/day: Crown of Madness, Mind Thrust, Misty Ste


Aspect of Insanity. The Spirit of Insanity has two faces that it switches between in combat. At the beginning of its turn, roll 1d4, use the corresponding table for the effect.  

1 Intelligence: Any spells the Spirit of Insanity casts gets a +2 to saving throw this round.
2 Chaos: Assign a number to all creatures in combat, friend or foe, roll a corresponding dice, the Spirit of Insanity attacks that creature this turn.
3 Anger: This round the Spirit of Insanity’s claw attacks get +2 to hit and +2 to damage.
4 Mellow: This round the Spirit of Insanity takes no action or movement.

Actions

Multiattack. The Spirit of insanity makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (2d4+3)