Ancestor Hero
Tradition: Faith*
Rank: Master
Castings: 1
Duration: 1 hour
Deity: Any ancestral worship
Thick green fog fills the target space, then clears to reveal the spirit of one of your ancestors. The spirit was once a great hero of your ancestry; you decide what it looks like. The ancestor hero becomes your controlled companion. The effect ends early if it becomes incapacitated. Rules for the ancestor spirit appear below.
ANCESTOR HERO
Defense: 22, Health: 80
Strength: 13 (+3), Agility: 13 (+3) Intellect: 12 (+2), Will: 16 (+6)
Size: 1, Speed: 8 (Fly, Hover, Insubstantial, Silent, Slippery)
Languages: Understands its summoner’s languages
Senses: True Vision
Immune: Asleep, blinded, confused, deafened, frightened, held, on fire, poisoned, prone, slowed, stunned; deprivation, exposure, infection, suffocation
Fount of Inspiration: The ancestor spirit grants allies within 10 yards 1 boon on all attribute rolls and immunity to the confused and frightened afflictions for as long as they remain within this distance.
ACTIONS Melee Attack—Spectral Weapon: Strength (+3) with 2 boons (6d6)
Sap Vitality: A flesh-and-blood target becomes vulnerable and weakened until the end of its next turn.
Two Attacks: The ancestor hero makes two Spectral Weapon attacks.