Climate/Terrain: | Any |
---|---|
Frequency: | Very rare |
Organization: | Solitary |
Activity Cycle: | Any |
Diet: | None |
Intelligence: | High (13) |
Treasure: | Varies |
Alignment: | Any |
No. Appearing: | 1 or 2-12 |
Armor Class: | 0 |
Movement: | 12 |
Hit Dice: | 9+18 (63 hp) |
THAC0: | 7 |
No. of Attacks: | 3/2, by weapon type |
Damage/Attack: | 2d4+5 |
Special Attacks: | Spellcasting, magical items |
Special Defenses: | Immunity to some spells |
Magic Resistance: | Nil |
Size: | M (5-7') |
Morale: | Fearless (20) |
XP Value: | 18,000 |
Vartha means “guardian spirit” It is one of the few undead that are not necessarily malign. A vartha is a guardian spirit in many senses. It can be a spirit conjured or cursed to protect a specific area or treasure. It can also be a spirit that appears to aid a character in times of need. Lastly, it can be a spirit sent to hunt down wrongdoers. A vartha does not share the generally gruesome appearance of the undead. It looks like a newly dead corpse, after the body has been treated by a mortician.
Combat: A vartha has high attribute scores (S 18/75, D 16, C 16, I 13, W 17, Ch 15). It wears partial plate armor +2 (AC 2) and wields a morning star +2. The magical items and attribute scores have been calculated into the vartha's statistics.
While it is undead, a vartha should otherwise be treated as a fighter-cleric with the following clerical spells, each of which can be cast at the rate of one spell per round, once each per day: bless, command, detect evil, light, remove fear; sanctuary; augury, detect charm, hold person, know alignment, silence 15' radius; animate dead, dispel magic, locate object, remove curse; detect lie, tongues; commune.
A vartha can be of any alignment. One of evil alignment may have the reverse of appropriate spells (e.g., curse instead of bless).
A vartha is not affected by sleep, charm, hold, cold, electricity, poison, or death magic. A raise dead spell returns it to life as a 9th-level fighter/9th-level cleric. If the vartha serves anyone involuntarily, it need not make a save vs. spells against the raise dead spell, and the spell automatically works. The chance for a cleric to turn a vartha is the same as the chance to turn a spectre.
Habitat/Society: Vartha vary in motivation. A vartha guarding its own treasure may have voluntarily become undead through greed. A vartha forced to guard a treasure not its own may be under a curse or commanded by a more powerful being. A vartha sent by the DM to help a character may be that character's guardian spirit, perhaps an ancestor. A vartha hunting down a wrongdoer may have been a marshall in life, continuing its mission after death. Vartha do share one personality trait: They are all highly motivated, even driven, whatever their purpose.