# Cursed Spirit
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Cursed Spirit</div>
<div class="CR">CR 3 (800 XP)</div>
<div class="SOU">Miniatures Handbook pg. 60</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Medium Undead (incorporeal)
**Init** +2
**Senses** darkvision 60 ft.; **Perception** +5
**Aura** cursed aura (5 ft.)
#### defense
**AC** 14, 14 touch, 11 flat-footed (+1 deflection, +2 Dex +1 dodge)
**hp** 20 (3d8+6)
**Fort** +2, **Refl** +3, **Will** +2
**Feint** 11, **Demoralize** 12
**Defensive Abilities** incorporeal
**Immune** undead traits
#### offense
**Speed** fly 30 ft. (perfect)
**Melee** incorporeal touch +4 (1d8+1)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** accursed touch
#### statistics
**Str** —, **Dex** 14, **Con** —, **Int** 9, **Wis** 8, **Cha** 13
**BAB** +2, **CMB** +4, **CMD** 15, **TA** +2, **RTA** +4
**Feats** [[Dodge]], [[Toughness]]
**Skills** Fly +16, Intimidate +7, Perception +5
**Languages** Common
#### special abilities
### Accursed Touch (Su)
A cursed spirit adds its Charisma modifier to damage dealt by its incorporeal touch attack.
### Curse Aura (Su)
The taint of loss surrounds a cursed spirit. Adjacent enemy creatures take a -2 penalty on all saving throws. This is a curse effect.
#### tactics
The cursed spirit is cunning enough to ambush enemies though walls, floors, and ceilings.
#### ecology
**Terrain** Any
**Organization** Solitary or gang (2–5)
**Treasure** None
**Advancement** 4–9 HD (Medium)
Those who die while under terrible curses or inimical enchantments sometimes linger on as cursed spirits, bringing their misfortune to others.
Evil clerics send cursed spirits to fight enemy combatants. The presence of a cursed spirit weakens the enemies’ defenses against spells and other special attack types.
A cursed spirit speaks the languages it spoke in life. One is often heard predicting doom for those it is trying to slay.