# Magnesium Spirit >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d6 (×2) > >slam: 1d4 (×2) > >Melee/Ranged: +6/+8 > >Secondary: +1/+3 > >Multiattack: +4/+6 > >M/R_PA: +6/+8 > >2nd/PA: +1/+3 > >MA_PA: +4/+6 > >Itterative: 2 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 13; Dex: 15; Con: 14; Int: 14; Wis: 14; Cha: 15 > > xFeat:: 1/3 (2) > > xClasSkil:: Acrobatics, Escape Artist, Intimidate, Perception, Sense Motive, Spellcraft, Stealth > > SaveDiff:: +/- 3 > > xLang:: 0/1 (1) <div class="grid-container"><div class="MON">Magnesium Spirit</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Converted</div> <div class="SYS">Dungeons & Dragons OSR</div></div> LE Medium Outsider (evil, incorporeal, lawful) **Init** +6 **Perception** +10 #### defense **AC** 14, 14 touch, 12 flat-footed (+2 deflection, +2 Dex) **hp** 36 (6d10+6) **Fort** +3, **Refl** +7, **Will** +6 **Feint** 20, **Demoralize** 17 #### offense **Speed** 50 ft. **Melee** bite +11 (2d6+7 plus grab), slam +6 (1d6+3) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** blinding flash, possess body, strength drain #### statistics **Str** —, **Dex** 15, **Con** 13, **Int** 12, **Wis** 13, **Cha** 15 **BAB** +6, **CMB** +6, **CMD** 20, **TA** +6, **RTA** +8 **Feats** [[Improved Initiative]] **Skills** Acrobatics +8 (+8 when jumping), Escape Artist +8, Intimidate +8, Perception +10, Sense Motive +10, Spellcraft +7, Stealth +11 **Languages** #### special abilities ### Blinding Flash (Su) Three times per day, the magnesium spirit can flare up its body in a blinding flash. Creatures within a 20 feet must make DC 14 Fortitude save or be blinded for 1d3 hours. ### Possess Body (Su) Once per round, after a foe has suffered temporary Strength damage equal to at least half its Strength score, the magnesium spirit can merge its body with that of the victim. This is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the spirit's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 17). On its next turn the magnesium spirit and the victim's body vanish in a flash of light, returning to the spirit's home plane, never to be seen again. If hit with holy water while possessing a creature's body, and before it can return to its home plane, the magnesium spirit is ejected from the host's body. The victim's body collapses in a husk, and can only be returned to life by the casting of a miracle, true resurrection, or wish. ### Strength Drain (Su) Tail slap, 1d6 temporary Strength damage.